

Requires:
- Willpower 20
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Power: 152% Range: 1.6x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +4
Crit. chance: +18.0%
Attack speed: 100%
Damage against: +25% Orc
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Con
Reduced damage from: +15% Orc
Grants telepathy: Humanoid/Orc
Life regen: +0.50
Stamina each turn: +1.00
Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.
This item has been sent to the Item's Vault.


Requires:
- Strength 44
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Power: 150% Range: 1.4x
Uses stats: 20% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +40
Crit. chance: +8.0%
Attack speed: 100%
On weapon hit:
* deals 28 temporal damage and slows enemies in radius 6 of the target by 38% based on Magic
Damage conversion: 20% temporal
When wielded/worn:
Changes damage: +30% temporal / +30% physical
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
It can be used to activate talent Blink Blade (costing 10 power out of 10/10) :
Effective talent level: 4.0
Power cost: 10 out of 10/10.
Range: 8
Travel Speed: instantaneous
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage.
Blink Blade can hit the same target multiple times.
The remnants of a damaged timeline, this blade shifts and fades at random.
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: +2.0% proc dam (max 200%)
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 (+8 eff.)
It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 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:
- Dexterity 35
- Talent Shoot
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +10
When wielded/worn:
Physical crit. chance: +5.0%
Defense: +10 (+5 eff.)
Changes stats: +10 Lck
Talent mastery: +0.20 Cunning / Survival
Movement speed: +20%
Activating this item is instant.
It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) :
Effective talent level: 3.0
Power cost: 8 out of 8/8.
Range: melee/personal
Travel Speed: instantaneous
Description: You fire a mighty shot at your target, doing 139% damage and knocking it back.
The knockback chance increases with your Accuracy.
This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune.
Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.
This item has been sent to the Item's Vault.


Requires:
- Magic 38
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Power: 176% Range: 1.2x
Uses stat: 140% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +10
Attack speed: 100%
Damage (Melee): +10 % chance of confusion
When wielded/worn:
Accuracy: +7 (+4 eff.)
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12 (+6 eff.)
Spell crit. chance: +18%
It can be used to activate talent Channel Staff (costing 9 power out of 20/20) :
Effective talent level: 2.0
Power cost: 9 out of 20/20.
Range: 8
Travel Speed: 2000% of base
Is: a spell
Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.
A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: +10% light / +10% darkness
Changes resistances cap: +5% light / +5% darkness
Changes resistances penetration: +15% light / +15% darkness
Changes damage: +8% light / +8% darkness
Spellpower: +8 (+5 eff.)
Spell crit. chance: +5%
All your damage is converted and split into light and darkness.
Activating this item is instant.
It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) :
Effective talent level: 3.0
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 4 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 38
Infused by nature
Crafted by a master
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
It is part of a set of items.
Kroltar's head would turn up the heat.
When wielded/worn:
Armour: +18
Defense: +10 (+5 eff.)
Fatigue: +16%
Changes stats: +5 Str / +3 Dex / +4 Con
Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning
Maximum life: +120.00
It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) :
Effective talent level: 4.8
Power cost: 50 out of 80/80.
Range: 10
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 104.58 fire damage in a radius of 4 each turn for 8 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%.
A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Infused by nature
Infused by arcane disrupting forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +8 (+4 eff.)
Ranged Defense: +4 (+2 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+6 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%
Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Power: 162% Range: 1.2x
Uses stats: 20% Mag, 100% Str
Damage type: Temporal
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +325
When this weapon hits: Turn Back the Clock (25% chance level 3).
When wielded/worn:
Armour: +4
Defense: +8 (+4 eff.)
Ranged Defense: +10 (+5 eff.)
Changes resistances: +30% temporal
Reduce damage by fixed amount: +20 all
Talent granted: +1 Block
Spell save: +20 (+7 eff.)
Spellpower: +12 (+7 eff.)
Slows Projectiles: +50%
Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Willpower 28
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Power: 164% Range: 1.2x
Uses stat: 100% Str
Damage type: Light
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +260
On weapon hit:
* 30% chance to blind
* releases a burst of light
When wielded/worn:
Armour: +15
Defense: +17 (+9 eff.)
Ranged Defense: +17 (+9 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+5 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+2 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 84.88 to 106.10 light damage (based on Willpower and Cunning)
Activation costs 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 28
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Power: 164% Range: 1.2x
Uses stat: 100% Str
Damage type: Darkness
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +200
When wielded/worn:
Armour: +9
Defense: +12 (+6 eff.)
Ranged Defense: +15 (+8 eff.)
Fatigue: +28%
Damage when hit (Melee): 10 darkness
Changes resistances: +2% all
Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield
Talent granted: +1 Block
Shadow Power: +5
Increases all resists by 0.4% for each point of your Shadow Power.
"With this, no one will ever harm you again."
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
It is part of a set of items.
Glows brightly in the light of dawn.
When used to attack (with talents):
Power: 162% Range: 1.2x
Uses stat: 100% Str
Damage type: Light
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +280
When wielded/worn:
Armour: +20
Defense: +16 (+8 eff.)
Ranged Defense: +17 (+9 eff.)
Fatigue: +14%
Changes resistances: +30% blight / +30% darkness
Talent granted: +1 Block
Spell save: +19 (+6 eff.)
Light radius: +2
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +10
Fatigue: +4%
Changes stats: +10 Str / +10 Con
Changes resistances: +15% light / +25% darkness
Changes resistances cap: +10% darkness
Changes damage: +15% light
Light radius: -2
Sight radius: -2
Reduce all damage from unseen attackers: 33%
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.
Activation costs 40 power out of 40/40.
The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Power: 184% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
On weapon crit:
* deal manaburn damage equal to your mindpower in a radius 3 cone
Damage (Melee): +50 acid / +50 nature slow
When wielded/worn:
Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns)
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Power: 129% Range: 1.3x
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR (max 50%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+5 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+3 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.


Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Power: 152% Range: 1.3x
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+7 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.38 acid and 6.56 blight damage.
If not cleared after five turns it will inflict 37.24 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 43% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 30
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Power: 132% Range: 1.3x
Uses stats: 55% Dex, 5% Mag, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR (max 50%)
Armour Penetration: +8
Crit. chance: +9.0%
Attack speed: 100%
When this weapon hits: Disperse Magic (15% chance level 1).
On weapon hit:
* steals up to 50 mana from the target
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances: +12% arcane
Spell save: +12 (+4 eff.)
Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power.
Passed on and on, this blade has developed a thirst of its own.
This item has been sent to the Item's Vault.


Requires:
- Cunning 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
The star shines alone in a moonless sky.
Power: 129% Range: 1.3x
Uses stats: 45% Str, 45% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR (max 50%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 100%
Damage (Melee): +20 light
When wielded/worn:
Changes damage: +10% light
Light radius: +1
Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Power: 129% Range: 1.3x
Uses stats: 50% Str, 15% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
On weapon hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: 10
Travel Speed: 2000% of base
Is: necromancy and a spell
Description: Conjures up a beam of darkness, doing 79.74 darkness damage.
At level 5, the beam widens to hit foes on each side.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
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: 179% Range: 1.6x
Uses stats: 20% Con, 115% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 21 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
Activation costs 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 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
If the sun doesn't set, dawn's power lasts forever.
Power: 162% Range: 1.4x
Uses stats: 25% Mag, 80% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 30% light
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +18% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns)
Spellpower: +10 (+6 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 127.65 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 35 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Power: 167% Range: 1.1x
Uses stat: 100% Dex
Damage type: Devouring flames
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Crit. chance: +9.0%
Attack speed: 125%
When this weapon hits: Bone Nova (20% chance level 4).
When this weapon hits: Blood Boil (15% chance level 3).
When wielded/worn:
Changes damage: +20% blight / +20% fire
Grants telepathy: Demon/Minor Demon/Major
Spellpower: +15 (+8 eff.)
See invisible: +2
When carried:
Changes damage: +8% blight
With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat.
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: 175% Range: 1.5x
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Crit. chance: +25.0%
Attack speed: 100%
On weapon crit:
* decapitate a weakened target
When wielded/worn:
Critical mult.: +25.00%
This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +2
Defense: +8 (+7 eff.)
Ranged Defense: +8 (+7 eff.)
Fatigue: +6%
On shield block:
* Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Changes stats: +5 Wil
Changes resistances: +25% blight / +25% darkness
Talent granted: +1 Block
Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 5
When wielded/worn:
Physical power: +10 (+6 eff.)
Defense: +6 (+6 eff.)
Changes stats: +5 Mag / +4 Wil / +3 Cun
Changes resistances: +15% all
Spell save: +25 (+9 eff.)
Blindness immunity: +50%
Spellpower: +30 (+8 eff.)
See invisible: +10
Talent on hit(spell): Blood Grasp (5% chance level 3).
Talent on hit(spell): Soul Rot (5% chance level 3).
A silk robe, darker than the darkest night sky, it radiates power.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 2
Power: 117% Range: 1.4x
Uses stats: 50% Str, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +5.0%
Capacity: 20
On weapon hit:
* afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns
A vile poison drips from the tips of these arrows.
This item has been sent to the Item's Vault.


Requires:
- Willpower 20
- Strength 32
Infused by psionic forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Power: 158% Range: 1.4x
Uses stats: 10% Wil, 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +20
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* torments the target with many mental effects
On weapon kill:
* reduces mental save penalty
When wielded/worn:
Changes damage: +8% mind
Mental save: -30 (-14 eff.)
Mindpower: +9 (+3 eff.)
The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand.
This item has been sent to the Item's Vault.