

Requires:
- Level 15
Infused by nature
Infused by arcane disrupting forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Effects on melee hit:
* 20 arcane resource burn
Changes resistances: +3% temporal / +22% darkness / +13% blight / +15% nature / +19% light
Changes damage: +9% cold
Physical save: +13 (+5 eff.)
Spell save: +16 (+7 eff.)
Mental save: +15 (+7 eff.)
Blindness immunity: +27%
Poison immunity: +20%
Disease immunity: +32%
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 32.0 - 41.6
Uses stats: 10% Mag, 120% Str
Damage type: Lightning
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +8.0%
Attack speed: 100%
Damage (radius 2) on crit: +24 dazing lightning
When wielded/worn:
Changes stats: +2 Str / +6 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con
Changes damage: +8% lightning
Opal: Lightning
It can be used to imbue the hammer with a gem of your choice
Activation costs 10 power out of 10/10.
This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 28
Infused by psionic forces
14.00 Encumbrance.
Type: armor / heavy ; tier 3
When wielded/worn:
Armour: +8
Defense: +8 (+4 eff.)
Fatigue: +12%
Effects on melee hit:
* 10% chance to reduce all saves and defense by 15
Changes resistances: +7% mind / +12% darkness
Changes resistances penetration: +5% mind
Mental save: +13 (+6 eff.)
Cut immunity: +10%
Only die when reaching: -40.00 life
A suit of armour made of mail.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 39.0 - 58.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.5%
Attack speed: 100%
On weapon hit:
* 25% chance for lightning to strike from the target to a second target dealing 73 damage
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce strength, dexterity, and constitution by 22
Changes resistances penetration: +5% blight / +20% mind
Changes damage: +9% mind
Mindpower: +5 (+3 eff.)
Mental crit. chance: +4%
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Magic 11
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes resistances: +3% cold
Changes resistances penetration: +20% cold
Changes damage: +10% blight / +9% light / +12% lightning
Talent granted: +1 Command Staff
Critical mult.: +11.00%
Maximum pos.energy: +10.00
Maximum neg.energy: +10.00
Spellpower: +3 (+1 eff.)
Spell crit. chance: +8%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +12 (+6 eff.)
Fatigue: +7%
Changes stats: +4 Con
Talent mastery: -0.20 Cunning / Stealth
Maximum life: +40.00
Infravision radius: +3
The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +18% fire / +10% darkness / +10% nature
Changes damage: +10% fire
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Fire Breath (costing 24 power out of 24/24) :
Effective talent level: 2.0
Power cost: 24 out of 24/24.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 103.12 fire damage over 3 turns.
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%.
These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+6 eff.)
Spell save: +12 (+6 eff.)
Mental save: +12 (+6 eff.)
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+3 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turn
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
This item has been sent to the Item's Vault.