
Titanic (20 def, 18 armour, 320 block)Requires:
- Strength 37
- Talent Armour Training (level 2)
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
When wielded/worn:
Armour: +18
Armour Hardiness: +20%
Defense: +20 (+10 eff.)
Ranged Defense: +10 (+5 eff.)
Fatigue: +30%
Talent granted: +4 Block
This shield made of the darkest stralite is huge, heavy and very solid.
This item has been sent to the Item's Vault.

Murkterror (42-58.8 power, 6 apr)Requires:
- Strength 48
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / waraxe ; tier 5
Base power: 42.0 - 58.8
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +6
Physical crit. chance: +7.0%
Attack speed: 111%
On weapon crit:
* cripple the target
When wielded/worn:
Accuracy: +9 (+8 eff.)
Armour penetration: +12
Physical crit. chance: +13.0%
Damage when hit (Melee): 12 nature
Changes stats: +7 Dex
Changes resistances penetration: +9% physical
Changes damage: +10% physical
Infravision radius: +1
One-handed war axes.
This item has been sent to the Item's Vault.

thunderous dwarven-steel greatmaul of purging (41-61.5 power, 2 apr)Requires:
- Strength 24
Infused by nature
Infused by arcane disrupting forces
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 41.0 - 61.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +2
Physical crit. chance: +1.5%
Attack speed: 100%
On weapon hit:
* 10% chance to daze
* 25% chance to remove a magical effect
Damage (Melee): +10 nature
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +5 Con
Changes resistances penetration: +9% lightning
Massive two-handed mauls.
This item has been sent to the Item's Vault.

Gloves of the Firm Hand (0 def, 8 armour)Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +8
Changes stats: +4 Con
Talent cooldown: Clinch (-2 turns)
Disarm immunity: +40%
Stun/Freeze immunity: +30%
Knockback immunity: +30%
These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.
This item has been sent to the Item's Vault.

dreamer's silk robe of alchemy (3 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +3 (+2 eff.)
Changes resistances: +11% acid / +13% physical / +20% darkness / +13% fire / +15% mind / +16% cold
Changes damage: +5% acid / +12% physical / +7% fire / +9% cold
Talent cooldown: Refit Golem (-3 turns)
Physical save: +13 (+4 eff.)
Spell save: +12 (+6 eff.)
Mental save: +20 (+10 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Kor's Fall (10-12 power, 0 apr, fire element)Requires:
- Magic 25
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +0
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Corruption / Bone
Talent granted: +1 Command Staff
Spellpower: +7 (+2 eff.)
Spell crit. chance: +8%
See invisible: +2
It can be used to activate talent Bone Spear (costing 6 power out of 6/6) :
Effective talent level: 3.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Conjures up a spear of bones, doing 103.23 physical damage to all targets in line, and inflicting bleeding for another 51.62 damage over 5 turns.
The damage will increase with your Spellpower.
Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.
This item has been sent to the Item's Vault.

Skin of Many (12 def, 6 armour)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.

Spider-Silk Robe of Spydrë (10 def, 15 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+5 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature
Changes damage: +10% acid / +10% nature / +10% mind
Physical save: +10 (+3 eff.)
Spell save: +10 (+10 eff.)
Mindpower: +10 (+5 eff.)
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.

Robe of Force (12 def, 8 armour)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Armour: +8
Defense: +12 (+6 eff.)
Changes stats: +3 Cun / +4 Wil
Changes resistances: +15% acid / +12% physical
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +5% mind / +5% physical
Physical save: +10 (+3 eff.)
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
It can be used to send out a range 5 beam of kinetic energy, dealing 31.59 to 39.48 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10.
This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.
This item has been sent to the Item's Vault.

Cloud Caller (0 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 1
When wielded/worn:
Changes resistances: +10% lightning / +10% cold
Changes damage: +10% lightning / +10% cold
A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn.
It can be used to activate talent Call Lightning (costing 11 power out of 30/30) :
Effective talent level: 1.0
Power cost: 11 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 36.47 to 109.42 lightning damage (72.94 average).
The damage will increase with your Mindpower.
This hat's broad brim protects you from biting colds and sudden storms.
This item has been sent to the Item's Vault.

Vestments of the Conclave (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+5 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.

Growwish (45-63 power, 6 apr)Requires:
- Strength 48
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / mace ; tier 5
Base power: 45.0 - 63.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
Damage (radius 2) on crit: +25 lightning / +25 cold
When wielded/worn:
Accuracy: +11 (+4 eff.)
Defense: +11 (+4 eff.)
Effects on melee hit:
* 20% chance to slow global speed by 49%
Changes stats: +7 Str / +7 Dex / +9 Mag / +15 Wil / +10 Cun / +9 Con
Changes resistances: +10% blight
Changes resistances penetration: +23% lightning / +11% cold
Changes damage: +3% mind
Mental save: +6 (+2 eff.)
Disarm immunity: +34%
Maximum psi: +10.00
Mental crit. chance: +2%
Movement speed: +36%
Blunt and deadly.
It was hardened by the digestive sack.
This item has been sent to the Item's Vault.

Summertide PhialRequires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 1
When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower)
Activation costs 8 power out of 15/15.
A small crystal phial that captured Sunlight during the Summertide.
This item has been sent to the Item's Vault.

Prox's Lucky Halfling FootRequires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+2 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.
