

Xerilrata the Satyrnoon
Requires:
- Dexterity 16
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 2
Mastery: Master Marksman
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +7
Damage (radius 2) on crit: +4 nature
When wielded/worn:
Armour: +2
Changes stats: +3 Cun
Changes resistances penetration: +5% physical
Spell save: +6 (+6 eff.)
Teleport immunity: +10%
Life regen: +4.00
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.


Fuluyaran the Kindlesage (24-38 power, 2 apr)
Requires:
- Strength 16
Crafted by a master
3.00 Encumbrance.
Type: weapon / greatsword ; tier 2
It must be held with both hands.
Base power: 23.5 - 37.6
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.0%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50%
When wielded/worn:
Physical crit. chance: +10.0%
Physical power: +10 (+3 eff.)
Changes resistances: +6% blight / +6% fire / +3% cold / +3% temporal
Changes damage: +3% light / +6% fire
Massive two-handed swords.
This item has been sent to the Item's Vault.


Serpent's Glare (7-8 power, 15 apr, nature damage)
Requires:
- Willpower 12
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 1
Base power: 7.0 - 7.7
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +15
Crit. chance: +7.0%
Attack speed: 100%
Damage conversion: 30% poison
When wielded/worn:
Changes resistances: +10% nature
Changes damage: +10% nature
Poison immunity: +50%
Mindpower: +4 (+2 eff.)
Mental crit. chance: +2%
It can be used to activate talent Spit Poison (costing 8 power out of 8/8) :
Effective talent level: 2.0
Power cost: 8 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spit poison at your target, doing 202.43 poison damage over six turns.
The damage will increase with your Strength or Dexterity (whichever is higher).
A thick venom drips from this mindstar.
This item has been sent to the Item's Vault.


Berekhad (18-28 power, 2 apr)
Requires:
- Strength 16
Infused by arcane disrupting forces
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 18.5 - 27.8
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Wil
Changes resistances: +21% acid / +13% lightning / +13% cold / +10% fire / +5% all
Changes resistances penetration: +10% mind
Changes damage: +3% mind
Spell save: +7 (+7 eff.)
Maximum hate: +2.00
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Olyfang (17/44, 20-24 power, 2 apr)
Requires:
- Dexterity 16
Crafted by a master
3.00 Encumbrance.
Type: ammo / shot ; tier 2
Base power: 20.0 - 24.0
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +4.5%
Capacity: 44
Travel speed: +100%
Damage (radius 2) on crit: +20 mind / +4 physical
When wielded/worn:
Ammo reloads per turn: +4
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Magic 16
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +2 Str / +4 Con
Changes resistances penetration: +15% darkness
Changes damage: +15% light
Talent granted: +1 Command Staff
Reduces incoming crit damage: 15.00%
Life regen: +0.80
Spellpower: +10 (+7 eff.)
Spell crit. chance: +2%
Light radius: +1
See invisible: +9
Healing mod.: +13%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


River's Fury (23-32 power, 8 apr)
Requires:
- Strength 12
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 1
It must be held with both hands.
Base power: 23.0 - 32.2
Uses stat: 120% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +8
Crit. chance: +5.0%
Attack speed: 100%
Damage (Melee): +15 cold
When wielded/worn:
Accuracy: +10 (+3 eff.)
Changes resistances: +10% cold
Changes damage: +10% cold
Spellpower: +10 (+7 eff.)
Movement speed: +10%
Talent on hit(spell): Glacial Vapour (20% chance level 1).
It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) :
Effective talent level: 1.0
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.70 cold damage and 4.70 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.
This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 3
It must be held with both hands.
Base power: 32.5 - 48.8
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +6.5%
Attack speed: 100%
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (Melee): +4 light
When wielded/worn:
Physical crit. chance: +14.0%
Changes resistances: +3% light
Changes resistances penetration: +5% light
Changes damage: +12% fire
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Infused by nature
3.00 Encumbrance.
Type: weapon / longsword ; tier 2
Base power: 15.5 - 21.7
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
Damage (Melee): +7 nature
Damage (radius 2) on crit: +4 cold
When wielded/worn:
Changes stats: +1 Str
Changes resistances penetration: +5% mind
Reduces incoming crit damage: 15.00%
Light radius: +3
See invisible: +9
Sharp, long, and deadly.
This item has been sent to the Item's Vault.


steel waraxe 'Xeramilekira' (14-19 power, 3 apr)
Requires:
- Strength 16
Crafted by a master
3.00 Encumbrance.
Type: weapon / waraxe ; tier 2
Base power: 13.5 - 18.9
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +3
Crit. chance: +4.0%
Attack speed: 100%
Damage (radius 1) on hit: +8 mind
When wielded/worn:
Accuracy: +6 (+2 eff.)
Defense: +6 (+2 eff.)
Changes stats: +6 Cun
Spell save: +9 (+5 eff.)
Disarm immunity: +25%
Teleport immunity: +10%
Mental crit. chance: +1%
One-handed war axes.
This item has been sent to the Item's Vault.


Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 18.0 - 21.6
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+7 eff.)
Spell crit. chance: +8%
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Crafted by a master
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 24.5 - 31.9
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +12 mind
When wielded/worn:
Physical crit. chance: +1.0%
Changes stats: +3 Dex / +4 Con
Mindpower: +10 (+5 eff.)
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 3
When wielded/worn:
Changes resistances: +6% light / +9% fire
Changes resistances penetration: +5% mind
Changes damage: +12% light / +3% mind
Maximum psi: +20.00
It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 215 physical damage
Activation puts all charms on cooldown for 15 turns.
When used:
* Reduce fatigue by 20% for 2 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: armor / cloth ; tier 3
When wielded/worn:
Armour penetration: +1
Physical power: +15 (+5 eff.)
Defense: +10 (+3 eff.)
Changes stats: +5 Str / +5 Mag / +6 Wil
Changes resistances: +11% all
Changes resistances penetration: +10% physical
Mana each turn: +0.17
Psi each turn: +0.15
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


enlightening stralite mail armour of Eyal (4 def, 8 armour)
Requires:
- Heavy armour training
- Strength 38
Infused by nature
Infused by psionic forces
14.00 Encumbrance.
Type: armor / heavy ; tier 4
When wielded/worn:
Armour: +8
Defense: +4 (+1 eff.)
Fatigue: +12%
Changes stats: +4 Cun / +5 Wil
Mental save: +13 (+5 eff.)
Life regen: +2.00
Maximum life: +28.00
Healing mod.: +14%
A suit of armour made of mail.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 100% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+7 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).
This unique-looking staff is carved with runes of destruction.
This item has been sent to the Item's Vault.


Stormfront (30-45 power, 15 apr)
Requires:
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 30.0 - 45.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +15
Crit. chance: +5.0%
Attack speed: 100%
On weapon crit:
* inflicts either shocked or wet, chosen at random
Damage (Melee): +15 lightning / +15 cold
When wielded/worn:
Changes damage: +12% lightning / +12% cold
The blade glows faintly blue, and reflects a sky full of stormy clouds.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 16
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 2
Base power: 19.5 - 25.4
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* Create an explosion dealing 15 lightning damage (1/turn)
When wielded/worn:
Accuracy: +11 (+4 eff.)
Armour penetration: +7
Effects on melee hit:
* 20% chance to reduce damage dealt by 9%
Damage when hit (Melee): 10 lightning / 4 darkness
Changes resistances penetration: +11% lightning / +5% physical / +15% darkness
Changes damage: +13% lightning
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Steel Helm of Garkul (0 def, 6 armour)
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 (+9 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.


Sepsisminister (28-42 power, 2 apr)
Requires:
- Strength 16
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 28.0 - 42.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.0%
Attack speed: 100%
Damage (Melee): +10 light / +16 nature / +8 arcane
Damage (radius 2) on crit: +12 nature
Damage against: +12% Undead
When wielded/worn:
Changes resistances penetration: +10% arcane
Massive two-handed mauls.
This item has been sent to the Item's Vault.


stralite mail armour 'Aerodin' (4 def, 14 armour)
Requires:
- Heavy armour training
- Strength 38
Infused by nature
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 4
When wielded/worn:
Armour: +14
Defense: +4 (+1 eff.)
Fatigue: +7%
Changes stats: +3 Mag
Changes resistances: +8% acid / +8% cold / +8% mind
Changes resistances penetration: +5% blight
Allows you to breathe in: water
Physical save: +6 (+3 eff.)
Mental save: +14 (+9 eff.)
Mana each turn: +0.04
Maximum vim: +40.00
A suit of armour made of mail.
This item has been sent to the Item's Vault.


ash magestaff 'Cuthuromitar' (15-18 power, 3 apr, cold element)
Requires:
- Magic 16
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Changes resistances penetration: +15% physical
Changes damage: +12% physical / +15% cold
Talent granted: +1 Command Staff
Critical mult.: +11.00%
Only die when reaching: -80.00 life
Spellpower: +6 (+4 eff.)
Spell crit. chance: +8%
Infravision radius: +2
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 16
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 1
When used to attack (with talents):
Base power: 18.0 - 25.2
Uses stat: 140% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +2.0%
Block value: +48
Damage (Melee): +10 cold
When wielded/worn:
Armour: +8
Defense: +8 (+4 eff.)
Fatigue: +12%
On shield block:
* 30% chance to spray freezing water (radius 4 cone) at the target.
Changes resistances: +10% fire / +15% cold
Talent granted: +1 Block
Maximum air capacity: +20.00
Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target.
A chunk of jagged coral, dredged from the ocean.
This item has been sent to the Item's Vault.


Stormsquall the dwarven-steel shield (0 def, 6 armour, 75.5 block)
Requires:
- Shield usage training
- Strength 24
Crafted by a master
7.00 Encumbrance.
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +3 Con
Changes resistances: +32% acid / +6% lightning
Talent granted: +1 Block
Stamina each turn: +2.00
Handheld deflection devices.
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 (+4 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:
- Strength 16
Crafted by a master
3.00 Encumbrance.
Type: weapon / mace ; tier 2
Power: 120% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +1.0%
Attack speed: 100%
When wielded/worn:
Armour: +4
Defense: +10 (+3 eff.)
Changes stats: +1 Con
Only die when reaching: -80.00 life
Mental crit. chance: +2%
Blunt and deadly.
This item has been sent to the Item's Vault.


steel greatmaul 'Armyhell' (145% power, 2 apr)
Requires:
- Strength 16
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Power: 146% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.0%
Attack speed: 100%
On weapon hit:
* 10% chance to reduce all saves and defense by 15
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical crit. chance: +7.0%
Damage when hit (Melee): 4 mind
Changes stats: +2 Str
Changes resistances penetration: +20% acid
Changes damage: +10% physical
Massive two-handed mauls.
This item has been sent to the Item's Vault.


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%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
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.