

17.0 Encumbrance
T5 massive armor
Reqs - Massive armour training
,Con 150
[Unique]
Arcane
While equipped:
Stats +15 Str +25 Mag
offense ------
Spellpower +25 (+10 eff.)
defense ------
Armor +50
Defense +40 (+13 eff.)
Fatigue +70%
Resistance +10% all
Physical save +35 (+11 eff.)
Spell save +35 (+12 eff.)
Life +270.00
Life Regen +10.00
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.


17.0 Encumbrance
T5 massive armor
Reqs - Massive armour training
[Unique]
Arcane
While equipped:
Stats +10 Str +10 Con
offense ------
Physical Power +10 (+3 eff.)
When Hit 30 physical
defense ------
Armor +30
Fatigue +25%
Resistance +20% physical
Physical save +15 (+5 eff.)
Blood Charges: 0
Drain blood from all creatures within range 5, causing them to bleed for 229.68 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.
Uses 22 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.


7.0 Encumbrance
T5 shield armor
Reqs - Shield usage training
[Unique]
Arcane
When used to Attack:
Weapon Damage 164% Range: 1.0x-1.2x
Uses 40% Wil, 100% Str
Damage Darkness
Accuracy Bonus +2.0% proc damage (max 200%)
Critical Rate +4.5%
Block +200
While equipped:
offense ------
When Hit 10 darkness
defense ------
Armor +9
Defense +12 (+4 eff.)
Ranged Defense +15 (+5 eff.)
Fatigue +28%
other -------
Talents +1 Block
Masteries
+0.20 Technique/Shield offense
+0.20 Technique/Shield defense
+0.20 Corruption/Doom shield
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.


7.0 Encumbrance
T5 shield armor
Reqs - Shield usage training
[Unique]
Arcane
When used to Attack:
Weapon Damage 156% Range: 1.0x-1.4x
Uses 40% Wil, 100% Str
Damage Darkness
Accuracy Bonus +2.0% proc damage (max 200%)
Critical Rate +10.0%
Block +250
While equipped:
offense ------
Spellpower +20 (+9 eff.)
Damage +40% darkness
defense ------
Armor +20
Fatigue +2%
Resistance +25% darkness
other -------
Talents +1 Block
Masteries
+0.30 Celestial/Star fury
+0.30 Celestial/Twilight
On Spell Hit: 10% Moonlight Ray level 2
A large section of chitin removed from Nimisil. It continues to give off a strange white glow.
This item has been sent to the Item's Vault.


7.0 Encumbrance
T4 shield armor
Reqs - Shield usage training
[Unique]
Arcane
When used to Attack:
Weapon Damage 150% Range: 1.0x-1.2x
Uses 40% Wil, 100% Str
Damage Physical
Accuracy Bonus +2.0% proc damage (max 200%)
Critical Rate +5.0%
Block +180
While equipped:
offense ------
On shield block:
* 30% chance of petrifying the attacker.
defense ------
Armor +25
Defense +5 (+2 eff.)
Ranged Defense +10 (+4 eff.)
Fatigue +12%
Resistance +10% acid +10% physical +10% fire
+10% lightning
other -------
Talents +1 Block
On block: 30% chance of petrifying the attacker.
This gigantic shield has a stone eye embedded in it.
This item has been sent to the Item's Vault.


6.0 Encumbrance
T4 mummy armor
[Unique]
Arcane
A complementing item would be your crowning glory.
While equipped:
Stats +5 Mag +5 Wil
offense ------
Damage +15% cold +15% arcane
+20% darkness
When Hit 10 darkness
defense ------
Armor +12
Defense +12 (+4 eff.)
Resistance +30% blight -10% fire
+30% darkness -10% light
Life Regen +1.00
Poison Resist +100%
Disease Resist +100%
other -------
Light -1
Masteries
+0.30 Undead/Mummy
The wearer is treated as an undead.
Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.
This item has been sent to the Item's Vault.


2.0 Encumbrance
T4 head armor
[Unique]
Arcane
You need to find something to bind its powers.
While equipped:
defense ------
Armor +3
Fatigue +3%
Damage Reduction +10 all
other -------
Cooldown Canopic Jar: Breath -4
Canopic Jar: Blood -4
Canopic Jar: Gut -4
Canopic Jar: Stomach -4
This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use.
This item has been sent to the Item's Vault.


5.0 Encumbrance
staff 1H weapon
Reqs Mag 35
[Unique]
Arcane
A part of set.
Weapon Damage 66% Range: 1.0x-1.2x
Uses 40% Wil
Damage Physical
Mastery Staff Mastery
Accuracy Bonus +2.0% proc damage (max 200%)
Attack Speed 100%
While equipped:
Stats +4 Mag
offense ------
Spell Crit +8%
Critical power +20.00%
Spellpower/crit +5
Damage +20% blight +20% darkness
+20% acid
other -------
Max mana +50.00
Max vim +25.00
The bottom part of Telos's broken staff.
This item has been sent to the Item's Vault.


2.5 Encumbrance
T5 staff 1H weapon
Reqs Mag 35
[Unique]
Arcane
A part of set.
Weapon Damage 144% Range: 1.0x-1.2x
Uses 100% Mag, 40% Wil
Damage Physical
Mastery Staff Mastery
Accuracy Bonus +2.0% proc damage (max 200%)
Critical Rate +1.5%
Attack Speed 100%
While equipped:
Stats +5 Wil
offense ------
Spell Crit +15%
Spellpower +30 (+12 eff.)
Damage +35% arcane
defense ------
Mind save +8 (+3 eff.)
other -------
Talents +1 Command Staff
The top part of Telos' broken staff.
This item has been sent to the Item's Vault.


0.0 Encumbrance
T5 multi-hued gem
[Unique]
Arcane
A part of set.
While equipped:
Stats +5 Str +5 Dex +5 Mag +5 Wil
+5 Cun +5 Con
Resistance +30% mind
Confus Resist +30%
Fear Resist +30%
Light +2
While carried:
Light +2
Item imbue powers:
Stats +5 Str +5 Dex +5 Mag +5 Wil
+5 Cun +5 Con
Resistance +30% mind
Confus Resist +30%
Fear Resist +30%
Light +2
Latent Damage Type: Blight
Combine with a staff.
Uses 1 power out of 1/1
A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.
This item has been sent to the Item's Vault.


17.0 Encumbrance
T4 massive armor
Reqs - Massive armour training
[Unique]
Master
While equipped:
Stats +6 Con
defense ------
Armor +32
Hardiness +10%
Defense +20 (+5 eff.)
Fatigue +15%
Resistance +25% darkness +25% fire
Physical save +40 (+12 eff.)
Healmod -30%
Stun Resist +40%
Knockbk Resist +40%
This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength.
This item has been sent to the Item's Vault.


7.0 Encumbrance
T5 shield armor
Reqs - Shield usage training
[Unique]
Arcane
Glows brightly in the light of dawn.
When used to Attack:
Weapon Damage 162% Range: 1.0x-1.2x
Uses 40% Wil, 100% Str
Damage Light
Accuracy Bonus +2.0% proc damage (max 200%)
Critical Rate +4.5%
Block +280
While equipped:
defense ------
Armor +20
Defense +16 (+4 eff.)
Ranged Defense +17 (+4 eff.)
Fatigue +14%
Resistance +30% blight +30% darkness
Spell save +19 (+6 eff.)
other -------
Light +2
Talents +1 Block
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.


3.0 Encumbrance
T5 longsword 1H weapon
[Unique]
Arcane
If the sun doesn't set, dawn's power lasts forever.
Weapon Damage 162% Range: 1.0x-1.4x
Uses 40% Wil, 25% Mag, 80% Str
Damage Light
Mastery Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +7
Critical Rate +5.0%
Attack Speed 100%
Damage Against +25% Undead +25% Demon
While equipped:
offense ------
Spell Crit +4%
Spellpower +10 (+5 eff.)
Damage +20% light
Ignore resists +25% light
other -------
Light +2
Cooldown Healing Light -3
Bathe in Light -5
Providence -10
Barrier -5
Masteries
+0.20 Celestial/Sun
+0.20 Celestial/Combat
+0.20 Celestial/Light
Invoke dawn, inflicting 156.09 light damage in radius 5 (based on Magic) and lighting the area within radius 10.
Uses 30 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.


3.0 Encumbrance
T4 mindstar 1H weapon
[Unique]
Nature
Weapon Damage 113% Range: 1.0x-1.1x
Uses 90% Wil, 10% Cun, 20% Str
Damage Physical
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% lightning 20% fire
While equipped:
offense ------
Physical Crit +5.0%
Mind Crit +5%
Physical Power +10 (+2 eff.)
Mindpower +10 (+2 eff.)
Damage +12% lightning +12% physical
+12% fire +12% acid +12% cold
defense ------
Resistance +10% acid +10% physical +10% fire
+10% lightning +10% cold
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.
Ice Breath:
Effective talent level: 4.0
Power cost 26 out of 30/30.
Range melee/personal
Cooldown: 20
Travel.spd instantaneous
Is: a mind power and a nature gift
Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 277.04 cold damage and be frozen for 3 turns.
Damage is increased by 50% against wet foes.
The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower.
Each point in cold drake talents also increases your cold 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.