
Sanguine Shield (0 def, 15 armour, 220 block)7.0 Encumbrance
T4 shield armor
Reqs - Shield usage training
Str 39
[Unique]
Master
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
While equipped:
Stats +10 Con
offense ------
When Hit 15 draining blight
defense ------
Armor +15
Fatigue +19%
Resistance +25% blight +10% light
Life Regen +5.00
other -------
Talents +1 Block
Masteries
+0.30 Cursed/Bloodstained
Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.
This item has been sent to the Item's Vault.

The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 Encumbrance
T5 arrow ammo
Reqs Str 30,Dex 20
[Unique]
Master
Weapon Damage 62.0 - 86.8 Physical
Uses 70% Str, 50% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +8.0%
Capacity 18
On Crit:
* pin the target to the nearest wall
These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen.
This item has been sent to the Item's Vault.

The Face of Fear (8 def, 0 armour)2.0 Encumbrance
T3 head armor
[Unique]
Unknown
While equipped:
Stats +6 Cun +8 Wil
offense ------
Mindpower +16 (+6 eff.)
defense ------
Defense +8 (+4 eff.)
Fear Resist +60%
other -------
Masteries
+0.20 Cursed/Fears
Instill Fear:
Effective talent level: 2.0
Power cost 18 out of 45/45.
Range 8
Cooldown: 8
Travel.spd instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 13.26 mind and 26.90 darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.
Possible fears are:
Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
Despair: Reduces mind resist, mindsave, armour and defence by 14.
Terrified: Deals 3.06 mind and 6.21 darkness damage per turn and increases cooldowns by 23%.
Haunted: Causes the target to suffer 5.19 mind and 10.53 darkness damage for each detrimental mental effect every turn.
This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.
This item has been sent to the Item's Vault.

Windborne Azurite0.0 Encumbrance
T4 blue gem
[Unique]
Arcane
While equipped:
Stats +8 Cun +8 Dex
Move Speed +20%
Damage +20% lightning
Damage Avoidance +8%
Affinity +20% lightning
Item imbue powers:
Stats +8 Cun +8 Dex
Move Speed +15%
Damage +20% lightning
Damage Avoidance +8%
Affinity +20% lightning
Latent Damage Type: Lightning
Air currents swirl around this bright blue jewel.
This item has been sent to the Item's Vault.

Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance
T3 hands armor
[Unique]
Arcane
While equipped:
Stats +6 Mag
offense ------
Spell Crit +5%
Critical power +20.00%
Spellpower +12 (+3 eff.)
Damage +15% lightning
defense ------
Armor +5
Resistance +15% lightning
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
On Spell Hit: 10% Lightning 1
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.

Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 30
[Unique]
Nature
Weapon Damage 15.0 - 19.5 Physical
Uses 100% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +10.0%
Attack Speed 100%
On Hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
While equipped:
Stats +20 Dex
defense ------
Slow Projectiles +40%
Instant Weapon Swap
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.

Star (10-13 power, 0 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
The star shines alone in a moonless sky.
Weapon Damage 10.0 - 13.0 Light
Uses 20% Str, 20% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Attack Speed 125%
On Hit:
* Deal 70 Light damage.
While equipped:
other -------
Light +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.

Moon (10-13 power, 0 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
The moon shines alone in a starless sky.
Weapon Damage 10.0 - 13.0 Darkness
Uses 20% Str, 20% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Attack Speed 125%
On Hit:
* Deal 70 Darkness damage.
While equipped:
other -------
Light -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.

Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance
T3 cloak armor
[Unique]
Arcane
While equipped:
offense ------
When Hit 30 fire
defense ------
Defense +14 (+4 eff.)
Resistance +10% fire +10% darkness +10% cold
other -------
Masteries
+0.20 Corruption/Fearfire
All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt.
Black fires born of a blackened heart.
This item has been sent to the Item's Vault.

Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
Potentially it would go with a sword in the future.
Weapon Damage 25.0 - 32.5 Physical
Uses 50% Mag, 50% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +20.0%
Attack Speed 111%
On-hit +5 temporal
Damage Conversion 30% temporal
While equipped:
offense ------
Move Speed +20%
Damage +5% temporal
defense ------
Defense +10 (+3 eff.)
Spell save +10 (+2 eff.)
Out-of-Phase Defense +10
Out-of-Phase Resistance +5%
Out-of-Phase Resilience +15%
other -------
Masteries
+0.10 Chronomancy/Blade Threading
+0.10 Chronomancy/Temporal Guardian
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.

Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance
T2 dagger 1H weapon
Reqs Dex 32
[Unique]
Arcane
Weapon Damage 25.0 - 32.5 Physical
Uses 45% Dex, 10% Mag, 45% Str
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +10
Critical Rate +9.0%
Attack Speed 100%
Damage Conversion 50% darkness
On Hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
While equipped:
Stats +4 Cun +4 Mag
offense ------
Damage +5% darkness
Ignore resists +10% darkness
defense ------
Resistance +10% darkness
Stealth +10
Invoke Darkness:
Effective talent level: 3.9
Power cost 20 out of 20/20.
Range 10
Cooldown: 3
Travel.spd 2000% of base
Is: necromancy and a spell
Description: Conjures up a beam of darkness, doing 345.69 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.

Twilight's Edge (47-66 power, 7 apr)3.0 Encumbrance
T4 longsword 1H weapon
Reqs Str 35
[Unique]
Arcane
Weapon Damage 47.0 - 65.8 Physical
Uses 100% Str
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +7
Critical Rate +12.0%
Attack Speed 100%
On Crit:
* release a burst of light and dark damage (scales with Magic)
While equipped:
Stats +4 Str +4 Cun +4 Mag
offense ------
Spell Crit +4%
Spellpower +12 (+3 eff.)
Damage +18% darkness +18% light
other -------
Light +1
The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness.
This item has been sent to the Item's Vault.

Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance
T4 forbidden tome
[Unique]
Unknown
Read the book.
A gross tome of lost knowledge. Even touching it makes you feel sick.
This item has been sent to the Item's Vault.

Zemekkys' Broken Hourglass0.1 Encumbrance
T4 amulet jewelry
[Unique]
Arcane
While equipped:
Stats +4 Wil
offense ------
Damage +10% temporal
defense ------
Resistance +20% temporal
Max Resistance +5% temporal
other -------
Spell cooldown 10%
Time Stop:
Effective talent level: 1.0
Power cost 50 out of 80/80.
Range melee/personal
Cooldown: 49
Travel.spd instantaneous
Is: a spell
Description: Gain 1 turns. During this time your damage will be reduced by 100%.
This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped.
This item has been sent to the Item's Vault.

Dedication (31-43 power, 6 apr)3.0 Encumbrance
T3 mace 1H weapon
Reqs Str 24
[Unique]
Disrupt
It is said perseverance comes hand in hand with dedication.
Weapon Damage 31.0 - 43.4 Physical
Uses 20% Cun, 90% Str
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +6
Critical Rate +20.0%
Attack Speed 100%
On-crit, radius 2 +50 manaburn arcane
While equipped:
defense ------
Resistance +15% arcane +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.

Everpyre Blade (38-53 power, 10 apr)3.0 Encumbrance
T4 longsword 1H weapon
Reqs Str 40
[Unique]
Nature/Master
Weapon Damage 38.0 - 53.2 Fire
Uses 100% Str
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +10
Critical Rate +18.0%
Attack Speed 100%
On Hit: 15% Fire Breath 4
While equipped:
Stats +7 Str +7 Wil
offense ------
Damage +20% fire
Ignore resists +15% fire
defense ------
Resistance +10% nature +15% fire
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.

Umbraphage0.0 Encumbrance
T3 lite
[Unique]
Psionic
While equipped:
offense ------
Mindpower +10 (+3 eff.)
Damage +15% light +15% darkness
Ignore resists +10% darkness
defense ------
Resistance +20% darkness
Affinity +20% darkness
Mind save +10 (+3 eff.)
other -------
Light +5
Masteries
+0.20 Cursed/Shadows
Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0).
Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 279.32 darkness damage (based on Mindpower and charge).
Uses 10 power out of 10/10
This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.
This item has been sent to the Item's Vault.

Tree of Life2.0 Encumbrance
T4 totem charm
[Unique]
Nature
While equipped:
Stats +7 Wil +6 Con
offense ------
Mindpower +7 (+2 eff.)
Damage +20% nature
defense ------
Resistance +20% blight +20% nature
Healmod +25%
other -------
Masteries
+0.10 Wild-gift/Call of the wild
+0.10 Wild-gift/Harmony
Heals all nearby living creatures by 5 points each turn.
Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns.
Uses 10 power out of 15/15
Activation is instant.
This small tree-shaped totem is imbued with powerful healing energies.
This item has been sent to the Item's Vault.

Great Caller (10-11 power, 18 apr, nature damage)3.0 Encumbrance
T3 mindstar 1H weapon
[Unique]
Nature
Weapon Damage 10.0 - 11.0 Nature
Uses 30% Wil, 50% Cun
Mastery Psiblades
Accuracy Bonus +0.2% critical chance (max 25%)
Accuracy Stat Wil
Ignore Armor +18
Critical Rate +2.5%
Attack Speed 100%
While equipped:
Stats +3 Cun +3 Wil
offense ------
Mind Crit +6%
Mindpower +12 (+4 eff.)
Damage +8% fire +8% physical +8% cold
defense ------
Heal-on-summon +30
other -------
Max Summons +2
Masteries
+0.10 Wild-gift/Summoning (utility)
+0.10 Wild-gift/Summoning (augmentation)
+0.10 Wild-gift/Summoning (melee)
+0.10 Wild-gift/Summoning (distance)
+0.10 Wild-gift/Summoning (advanced)
Gives a 30% chance that your nature summons appear as wild summons.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.

Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 Encumbrance
T4 mindstar 1H weapon
Reqs Wil 45
[Unique]
Nature
Weapon Damage 16.0 - 17.6 Physical
Uses 50% Wil, 20% Str, 10% Cun
Mastery Psiblades
Accuracy Bonus +0.2% critical chance (max 25%)
Accuracy Stat Wil
Ignore Armor +24
Critical Rate +2.5%
Attack Speed 100%
Damage Conversion 20% acid 20% physical 20% cold
20% fire 20% lightning
While equipped:
offense ------
Physical Crit +5.0%
Mind Crit +5%
Physical Power +10 (+5 eff.)
Mindpower +10 (+3 eff.)
Damage +12% lightning +12% physical
+12% fire +12% cold +12% acid
defense ------
Resistance +10% acid +10% physical +10% fire
+10% cold +10% lightning
other -------
Masteries
+0.30 Wild-gift/Venom drake aspect
+0.30 Wild-gift/Cold drake aspect
+0.30 Wild-gift/Fire drake aspect
+0.30 Wild-gift/Storm drake aspect
+0.30 Wild-gift/Sand drake aspect
The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn.
Lightning Breath:
Effective talent level: 4.0
Power cost 30 out of 30/30.
Range melee/personal
Cooldown: 20
Travel.spd instantaneous
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 51.70 to 155.11 lightning damage (103.41 average) and be stunned for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%.
A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something.
This item has been sent to the Item's Vault.

Frozen Shards (25/25, 32-38 power, 15 apr)3.0 Encumbrance
T4 shot ammo
[Unique]
Arcane
Weapon Damage 32.0 - 38.4 Ice
Uses 50% Cun, 70% Dex
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +15
Critical Rate +10.0%
Capacity 25
On Hit:
* bursts into an icy cloud
In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone.
This item has been sent to the Item's Vault.

Firewalker (15 def, 2 armour)2.0 Encumbrance
T3 cloth armor
[Unique]
Arcane
While equipped:
Stats +6 Cun +10 Mag
offense ------
Spellpower +12 (+3 eff.)
Damage +20% fire
Ignore resists +20% fire
When Hit 18 fire
defense ------
Armor +2
Defense +15 (+5 eff.)
Resistance +50% fire -10% cold +11% all
Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn.
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.

Frost Treads (1 def, 4 armour)2.0 Encumbrance
T2 feet armor
[Unique]
Nature
While equipped:
Stats +4 Str +4 Wil +4 Cun
offense ------
Move Speed +20%
Damage +15% cold
defense ------
Armor +4
Defense +1 (+1 eff.)
Fatigue +7%
Resistance +10% nature +20% cold
other -------
Light +1
Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns.
A pair of leather boots. Cold to the touch, they radiate a cold blue light.
This item has been sent to the Item's Vault.

Revenant (8 def, 20 armour)17.0 Encumbrance
T3 massive armor
Reqs - Massive armour training
Str 28
[Unique]
Arcane/Master
While equipped:
Stats +5 Mag +5 Con
defense ------
Armor +20
Defense +8 (+3 eff.)
Fatigue +12%
Physical save +12 (+3 eff.)
Spell save +12 (+3 eff.)
Mind save +12 (+3 eff.)
Silence Resist +20%
Confus Resist +20%
Pinning Resist +20%
Stun Resist +20%
Status resistances shift over time to match the statuses you are being hit by.
The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge.
This item has been sent to the Item's Vault.

Emblem of Evasion1.0 Encumbrance
T4 belt armor
[Unique]
Master
While equipped:
Stats +12 Dex +10 Cun +8 Lck
defense ------
Ranged Defense +20 (+7 eff.)
Deflect Projectile +15%
Slow Projectiles +30%
Evasion: (Instant)
Effective talent level: 4.0
Power cost 30 out of 30/30.
Range melee/personal
Cooldown: 19
Travel.spd instantaneous
Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.
This item has been sent to the Item's Vault.

Champion's Will (67-107 power, 22 apr)3.0 Encumbrance
T5 greatsword 2H weapon
Reqs Str 35
[Unique]
Arcane/Master
Weapon Damage 67.0 - 107.2 Physical
Uses 20% Con, 115% Str
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +22
Critical Rate +12.0%
Attack Speed 100%
On Hit:
* releases a burst of light, dealing 80 light damage (based on Spellpower) in a radius 3 cone.
While equipped:
Stats +12 Str +6 Mag +7 Con
other -------
Cooldown Sun Ray -1
Absorption Strike -1
Flash of the Blade -1
Masteries
+0.20 Celestial/Sun
+0.10 Celestial/Radiance
+0.20 Celestial/Crusader
Increases the damage of Sun Beam by 15%.
Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt.
Uses 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.

Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 Encumbrance
T5 staff 1H weapon
[Unique]
Arcane
A part of set.
Weapon Damage 35.0 - 42.0 Physical
Uses 100% Mag
Mastery Staff Mastery
Accuracy Bonus +2.5% proc damage (max 250%)
Ignore Armor +0
Critical Rate +1.5%
Attack Speed 100%
While equipped:
Stats +5 Wil
offense ------
Spell Crit +15%
Spellpower +30 (+6 eff.)
Damage +35% arcane
defense ------
Mind save +8 (+2 eff.)
other -------
Talents +1 Command Staff
The top part of Telos' broken staff.
This item has been sent to the Item's Vault.

Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance
T5 massive armor
Reqs - Massive armour training
Str 48
[Unique]
Psionic
While equipped:
Stats +6 Wil +4 Cun +3 Con
offense ------
Mindpower +10 (+3 eff.)
When Hit:
* 20% chance to cause random gloom
defense ------
Armor +40
Defense +15 (+4 eff.)
Fatigue +17%
Resistance +15% acid +15% light +20% blight
+25% mind +20% darkness
Physical save +15 (+4 eff.)
Mind save +25 (+6 eff.)
Confus Resist +100%
Fear Resist +100%
other -------
Light -2
Infravision +4
Masteries
+0.20 Cursed/Gloom
Dominate:
Effective talent level: 2.0
Power cost 15 out of 25/25.
Range 2
Cooldown: 8
Travel.spd instantaneous
Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 10 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower.
This talent will also attack with your shield, if you have one equipped.
This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind.
This item has been sent to the Item's Vault.
