

Requires:
- Magic 40
Powered by arcane forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Power: 162% Range: 1.4x
Uses stats: 60% Mag, 60% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Physical crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* deal 38.85 arcane and 53.28 darkness damage (based on Magic) in a radius 1 around the target
On weapon kill:
* swallows the victim's soul, gaining a new power
When wielded/worn:
Talent granted: +1 Soul Purge
Spellpower: +24 (+6 eff.)
Spell crit. chance: +12%
Activating this item is instant.
It can be used to activate talent Surge of Power (costing 22 power out of 24/24) :
Effective talent level: 3.0
Power cost: 22 out of 24/24.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Use your stored vim to supercharge your body, recovering 29% of your maximum stamina (98) and 28% of your maximum life (476).
Additionally, you will be able to survive your HP going under 0, down to -181 HP, for the next 8 turns.
This does not take a turn. These values will increase with your Spellpower.
This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
- Talent Heavy Armour Training (level 2)
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 (+2 eff.)
Ranged Defense: +8 (+3 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: +3 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:
- Talent Heavy Armour Training
Powered by arcane forces
3.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +4
Fatigue: +3%
Silence immunity: +25%
Confusion immunity: +22%
Stun/Freeze immunity: +22%
Movement speed: +20%
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
Nature requires balance in these matters.
Power: 95% Range: 1.1x
Uses stats: 35% Wil, 15% Cun
Damage type: Fire
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: -10% cold
Changes resistances penetration: +10% fire
Changes damage: +10% fire
Mindpower: +8 (+3 eff.)
Mental crit. chance: +4%
Global speed: +5%
Talent on hit(mindpower): Flame Fury (10% chance level 2).
This mindstar glows with a bright warm light, but seems somehow incomplete.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 18
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 1
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 133%
Firing range: +9
When wielded/worn:
Accuracy: +12 (+3 eff.)
Physical crit. chance: +5.0%
Changes stats: +3 Dex
Changes damage: +5% physical
It can be used to activate talent Steady Shot (costing 8 power out of 8/8) :
Effective talent level: 2.0
Power cost: 8 out of 8/8.
Range: melee/personal
Travel Speed: instantaneous
Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 1
When wielded/worn:
Changes resistances: +10% light / +10% lightning
Changes damage: +10% light / +10% lightning
It can be used to activate talent Call Lightning (costing 18 power out of 30/30) :
Effective talent level: 1.0
Power cost: 18 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 35.69 to 107.07 lightning damage (71.38 average).
The damage will increase with your Mindpower.
This hat's broad brim protects you from harsh sunlight and sudden storms.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Physical power: +7 (+2 eff.)
Changes stats: +5 Str / +6 Mag / +7 Wil / +4 Con
Disarm immunity: +20%
Pinning immunity: +22%
Knockback immunity: +22%
Spellpower on spell critical (stacks up to 3 times): +8
Maximum life: +24.00
Spellpower: +5 (+1 eff.)
Rings can have magical properties.
This item has been sent to the Item's Vault.


Requires:
- Strength 14
- Talent Heavy Armour Training
Powered by arcane forces
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+0 eff.)
Fatigue: +12%
Changes stats: +2 Str / +2 Con
Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Technique / Bloodthirst
Life regen: +0.50
Healing mod.: +30%
It can be used to activate talent Bloodcasting (costing 53 power out of 60/60) :
Effective talent level: 2.0
Power cost: 53 out of 60/60.
Is: a spell
Description: The cost of using life instead of vim for talents is reduced to 153%.
Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by nature
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +8
Defense: +5 (+1 eff.)
Fatigue: +3%
Changes stats: +2 Dex
Changes resistances: +15% physical
It can be used to activate talent Bone Grab (costing 18 power out of 30/30) :
Effective talent level: 2.0
Power cost: 18 out of 30/30.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns.
The bone will also deal 107.21 physical damage.
The damage will increase with your Spellpower.
A gross mass of spinal matter hastily assembled into an armour.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 2
Power: 129% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
Damage (Melee): +14 % chance of confusion
Damage (radius 2) on crit: +20 physical
When wielded/worn:
Accuracy: +12 (+3 eff.)
It can be used to activate talent Battle Call (costing 18 power out of 20/20) :
Effective talent level: 2.0
Power cost: 18 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant.
An oddly twisted club with a hefty weight on the end. There's something very strange about it.
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 moon shines alone in a starless sky.
Power: 137% Range: 1.3x
Uses stats: 45% Str, 45% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR (max 50%)
Armour Penetration: +30
Crit. chance: +10.0%
Attack speed: 100%
Damage (Melee): +20 darkness
When wielded/worn:
Changes damage: +10% darkness
Light radius: -1
A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +2
Defense: +8 (+2 eff.)
Damage when hit (Melee): 18 fire
Changes stats: +6 Cun / +6 Mag
Changes resistances: +20% fire / -10% cold
Changes resistances penetration: +20% fire
Changes damage: +20% fire
This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +5% physical
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+6 eff.)
Maximum stamina: +25.00
It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) :
Effective talent level: 2.0
Power cost: 36 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn.
The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.


Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+1 eff.)
Ranged Defense: +8 (+3 eff.)
Fatigue: +10%
Changes stats: +2 Str / +2 Con
Maximum encumbrance: +20
Knockback immunity: +10%
Life regen: +0.70
Stamina each turn: +0.70
Maximum life: +45.00
Maximum stamina: +43.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +8% nature / +8% physical
Physical save: +8 (+2 eff.)
Life regen: +0.15
Healing mod.: +20%
This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.
This item has been sent to the Item's Vault.