

Requires:
- Strength 52
- Talent Heavy Armour Training (level 3)
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +50
Armour Hardiness: +15%
Fatigue: +35%
Changes stats: +15 Con
Physical save: +45 (+15 eff.)
Knockback immunity: +100%
When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%).
Current reduction bonus: 0%
It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25.
This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 30.0 - 48.0
Uses stat: 120% Str
Damage type: Physical bleed
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +19
Crit. chance: +10.0%
Attack speed: 100%
Multiple attacks: +3
Multiple attacks procs power reduction: -67%
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Cun
Talent mastery: +0.20 Technique / Two-handed assault
A brutal weapon of countless blades.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 67.0 - 107.2
Uses stats: 20% Con, 115% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 85 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
It is part of a set of items.
A true understanding of the arcane is needed to release its full power.
Power: 121% Range: 1.2x
Uses stat: 150% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% arcane
Talent mastery: +0.20 Spell / Arcane
Talent cooldown: Manathrust (-1 turn)
Spellpower: +20 (+7 eff.)
It can be used to activate talent Arcane Supremacy (costing 16 power out of 20/20) :
Effective talent level: 3.0
Power cost: 16 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed.
A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver.
It hums faintly, as if great power is locked within, yet alone it seems incomplete.
This item has been sent to the Item's Vault.


Requires:
- Strength 50
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 4
It must be held with both hands.
Power: 180% Range: 1.5x
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +7
Crit. chance: +10.0%
Attack speed: 100%
When wielded/worn:
Armour: +6
Defense: +6 (+3 eff.)
Changes stats: +2 Dex / +2 Con
Changes damage: +10% physical
Stun/Freeze immunity: +30%
Knockback immunity: +30%
Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
It is part of a set of items.
Needs something equally stylish and cool to go with it.
When wielded/worn:
Defense: +1 (+1 eff.)
Changes stats: +8 Cun / +4 Wil
Changes resistances: +10% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Spellpower: +8 (+2 eff.)
Mindpower: +8 (+1 eff.)
Reduces paradox anomalies(equivalent to willpower): +5
It can be used to activate talent Wormhole (costing 15 power out of 15/15) :
Effective talent level: 1.0
Power cost: 15 out of 15/15.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.
This fez once belonged to a traveler; it always seems to be found lying around in odd locations.
Fezzes are cool.
This item has been sent to the Item's Vault.


Requires:
- Willpower 20
- Dexterity 25
- Talent Shoot
- Talent Steam Pool
Infused by psionic forces
Powered by steamtech
4.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 5
Power: 66% Range: 1.1x
Uses stat: 40% Wil
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +5
Attack speed: 100%
Dam. multiplier: 110%
Firing range: +10
On weapon hit:
* deal 108.00 mind damage (based on Mindpower) in a radius 1 around the target
Travel speed: +600%
Attacks use: 2.0 Steam
When wielded/worn:
Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns)
Mindpower: +15 (+3 eff.)
Mental crit. chance: +5%
Steampower: +15 (+4 eff.)
Steam crit. chance: +5%
On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target.
From body, mind. From mind, body.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 30
- Talent Shoot
- Talent Steam Pool
Powered by steamtech
4.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 5
It must be held with both hands.
It can be used as a weapon and offhand.
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +12
Attack speed: 67%
Dam. multiplier: 100%
Firing range: +8
On weapon hit:
* 50% chance to reload 1 ammo
Travel speed: +600%
Attacks use: 1.0 Steam
Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing.
This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive.
This item has been sent to the Item's Vault.


Requires:
- Strength 55
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / waraxe ; tier 4
Power: 167% Range: 1.2x
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +15
Crit. chance: +10.0%
Attack speed: 100%
When this weapon hits: Curse of Death (10% chance level 3).
When this weapon hits: Curse of Vulnerability (10% chance level 3).
Lifesteal (this weapon only): +5%
Burst (radius 1) on hit: +25 blight
When wielded/worn:
Changes damage: +20% blight
Spellpower: +20 (+7 eff.)
Talent on hit(spell): Curse of Impotence (10% chance level 3).
Talent on hit(spell): Curse of Defenselessness (10% chance level 3).
The land withers and crumbles wherever this cursed axe rests.
This item has been sent to the Item's Vault.


Requires:
- Willpower 35
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mindstar ; tier 4
It is part of a set of items.
This natural mindstar calls for a summoner.
You feel two unconnected psionic channels on this item.
This natural venom should be returned to the wyrm.
Power: 109% Range: 1.1x
Uses stats: 45% Wil, 25% Cun
Damage type: Fire
Accuracy is based on willpower for this weapon.
Armour Penetration: +32
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 20% chance to inflict 15% damage reduction
Burst (radius 1) on hit: +8 blight
Damage conversion: 50% cold
When wielded/worn:
Armour: +2
Damage when hit (Melee): 17 acid
Changes stats: +2 Cun
Changes resistances: +12% acid / +20% cold / +3% mind / +20% fire
Changes resistances penetration: +23% acid / +18% cold / +7% physical / +20% fire
Changes damage: +35% acid / +10% physical / +30% cold / +9% temporal / +33% fire
Talent mastery: +0.20 Psionic / Thermal mastery
Talent granted: +1 Psionic Maelstrom
Spell save: +12 (+4 eff.)
Disease immunity: +5%
Life regen: +1.30
Psi each turn: +1.00
Equilibrium when hit: +2.10
Maximum psi: +10.00
Mindpower: +16 (+6 eff.)
Mental crit. chance: +8%
Thermal energies are focussed in the core of this mindstar.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Power: 147% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +10
Crit. chance: +18.0%
Attack speed: 100%
Damage conversion: 50% fire
When wielded/worn:
Changes stats: +7 Str / +7 Wil
Changes resistances: +10% nature / +15% fire
Changes resistances penetration: +15% fire
Changes damage: +20% fire
It can be used to activate talent Fire Breath (costing 20 power out of 25/25) :
Effective talent level: 2.0
Power cost: 20 out of 25/25.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift and a mind power
Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 469.49 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.
This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder.
This item has been sent to the Item's Vault.


Requires:
- Constitution 150
- Talent Heavy Armour Training (level 3)
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+16 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+10 eff.)
Spell save: +35 (+8 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+6 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Magic 35
- Strength 35
Infused by nature
Crafted by a master
7.00 Encumbrance.
Type: armor / shield ; tier 4
When used to attack (with talents):
Power: 163% Range: 1.2x
Uses stats: 100% Mag, 25% Str
Damage type: Physical
Mastery: Flexible Weapon Training
Accuracy bonus: +2.5% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +204
On weapon hit:
* Deal physical damage equal to your armor (21)
When wielded/worn:
Armour: +19
Fatigue: +8%
Changes stats: +3 Con
Talent granted: +1 Block
Physical save: +9 (+3 eff.)
Handheld deflection devices.
This item has been sent to the Item's Vault.


2.0 Encumbrance
T3 head armor
[Unique]
Arcane
Only supremacy of the arcane can release its full power.
While equipped:
defense ------
Defense +2 (+0 eff.)
Resistance +20% arcane
other -------
Mana/turn +2.00
Cooldown Disruption Shield -10
Masteries
+0.20 Spell/Meta
A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages.
Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 2
When wielded/worn:
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth
Spellpower: +6 (+2 eff.)
It can be used to activate talent Stone Wall (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 30.76 physical damage.
Duration and damage will improve with your Spellpower.
This thick cloak is incredibly tough, yet bends and flows with ease.
This item has been sent to the Item's Vault.


Requires:
- Magic 30
- Dexterity 30
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +10
When this weapon hits: Chain Lightning (12% chance level 3).
When wielded/worn:
Defense: +30 (+8 eff.)
Damage (Ranged): 75 lightning
Changes stats: +10 Dex / +10 Mag
Changes resistances: +20% lightning
Changes damage: +25% lightning
Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air
Spellpower: +30 (+8 eff.)
Spell crit. chance: +10%
Movement speed: +30%
Automatically fires lightning bolts every game turn at nearby enemies dealing 48 to 96 lightning damage based on Magic with a chance to inflict Daze.
This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Power: 182% Range: 1.6x
Uses stats: 10% Mag, 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +18
Crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking.
Lifesteal (this weapon only): +5%
When wielded/worn:
Changes stats: +10 Str / +8 Mag / +5 Con
Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath
Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn)
Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 52
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Physical power: +10 (+3 eff.)
Armour: +30
Fatigue: +25%
Damage when hit (Melee): 30 physical
Changes stats: +10 Str / +10 Con
Changes resistances: +20% physical
Physical save: +15 (+6 eff.)
Blood Charges: 0
It can be used to drain blood from all creatures within range 5, causing them to bleed for 274.77 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed
Activation costs 25 power out of 25/25.
Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again.
This item has been sent to the Item's Vault.