

Requires:
- Strength 18
Powered by arcane forces
9.00 Encumbrance.
Type: armor / light ; tier 4
When wielded/worn:
Armour: +7
Defense: +12 (+2 eff.)
Fatigue: +8%
Effects on melee hit:
* 20% chance to reduce all saves and defense by 29
Damage (Melee): 19 mind / 14 darkness
Damage when hit (Melee): 15 mind / 14 darkness
Changes stats: +5 Dex / +6 Mag / +3 Wil
Changes resistances: +12% blight / +26% mind / +25% darkness
Changes damage: +24% acid
A suit of armour made of leather.
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 17 power out of 30/30) :
Effective talent level: 3.5
Power cost: 17 out of 30/30.
Range: 7
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 6 turns.
The bone will also deal 119.88 physical damage.
The damage will increase with your Spellpower.
A gross mass of spinal matter hastily assembled into armour.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +8
Defense: +20 (+4 eff.)
Fatigue: +8%
Changes stats: +2 Cun / +2 Wil
Changes resistances: +6% lightning / +17% fire
Changes resistances penetration: +25% mind / +20% cold
Maximum hate: +10.00
Maximum psi: +20.00
Mental crit. chance: +5%
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +10
Fatigue: +4%
Changes stats: +10 Str / +10 Con
Changes resistances: +15% light / +25% darkness
Changes resistances cap: +10% darkness
Changes damage: +15% light
Light radius: -2
Sight radius: -2
Reduce all damage from unseen attackers: 33%
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.
Activation costs 33 power out of 40/40.
The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 4 light
Changes resistances: +12% light / +30% cold
Changes damage: +15% light / +27% cold
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (432 total damage)
Activation puts all charms on cooldown for 13 turns.
When used:
* Heal for 78.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
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 stats: +5 Cun / +7 Wil
Changes resistances penetration: +25% mind
Physical save: +12 (+4 eff.)
Equilibrium when hit: +0.24
Hate when firing a critical mind attack: +4.00
It can be used to setup a psionic shield, reducing all damage taken by 87 for 5 turns
Activation puts all charms on cooldown for 21 turns.
When used:
* Reduce 3 talent cooldowns by 2.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Strength 10
Infused by nature
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 1
When wielded/worn:
Armour: +4
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +4 Str / +4 Dex
Changes resistances: +6% acid / +6% cold
Allows you to breathe in: water
Physical save: +12 (+4 eff.)
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +8
Defense: +20 (+4 eff.)
Fatigue: +8%
Damage when hit (Melee): 4 cold
Changes resistances: +24% cold
Changes resistances penetration: +10% blight / +20% fire
Changes damage: +12% mind / +15% cold
Mental save: +6 (+2 eff.)
Psi when hit: +0.08
Hate when firing a critical mind attack: +5.00
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +2
Effects on melee hit:
* 20% chance to reduce strength, dexterity, and constitution by 31
Damage when hit (Melee): 10 mind / 4 lightning
Changes stats: +4 Str / +4 Wil / +4 Con
Changes resistances: +6% mind / +9% lightning
Changes resistances penetration: +25% lightning
Changes damage: +6% lightning / +6% blight
Talent mastery: +0.20 Technique / Grappling
Disarm immunity: +33%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 1
When wielded/worn:
Damage (Melee): 5 mind
Damage (Ranged): 5 mind
Mindpower: +5 (+2 eff.)
See stealth: +10
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...
This item has been sent to the Item's Vault.


Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 30% Cun, 100% Mag
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+2 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+2 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
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.


Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stats: 78% Wil, 50% Mag
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 50%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Magic 20
- Strength 40
Powered by arcane forces
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +14
Defense: +10 (+2 eff.)
Fatigue: +14%
Damage when hit (Melee): 20 ice
Changes stats: +10 Mag
Changes resistances: +30% arcane / +30% cold / +30% light / +30% darkness
Spell save: +20 (+5 eff.)
Lowers spell cool-downs by: 10%
It can be used to activate talent Shatter (costing 41 power out of 50/50) :
Effective talent level: 6.5
Power cost: 41 out of 50/50.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Shatter all frozen (frozen feet counts) or stoned targets in your line of sight, doing 456.88 cold damage.
Depending on the target's rank, there will also be an additional effect:
* Critters will be instantly killed
* +50% critical chance against Normal rank
* +25% critical chance against Elites or Bosses
All affected foes will get the wet effect.
At most, it will affect 9 foes.
If you are yourself Frozen, it will be instantly cured.
The damage will increase with your Spellpower.
While the Kar'Krul were a united group of powerful magi, they still employed more mundane soldiers, and some were given exceptional protection.
This item has been sent to the Item's Vault.


Requires:
- Magic 38
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 64.0 - 76.8
Uses stat: 190% Mag
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +10
Attack speed: 100%
Damage (Melee): +10 % chance of confusion
When wielded/worn:
Accuracy: +7 (+1 eff.)
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12 (+3 eff.)
Spell crit. chance: +18%
It can be used to activate talent Channel Staff (costing 8 power out of 20/20) :
Effective talent level: 3.5
Power cost: 8 out of 20/20.
Range: 8
Travel Speed: 2000% of base
Is: a spell
Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 100% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.
A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +12 (+3 eff.)
Damage when hit (Melee): 35 nature slow
Changes stats: +5 Wil
Changes resistances: +25% nature / +13% all
Changes resistances penetration: +10% nature
Changes damage: +30% nature
Talent mastery: +0.30 Wild-gift / Moss
Physical save: +15 (+5 eff.)
Life regen: +0.20
Mindpower: +12 (+4 eff.)
Mental crit. chance: +5%
Healing mod.: +15%
This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Damage when hit (Melee): 4 fire
Changes resistances: +26% acid
Changes resistances penetration: +20% darkness
Changes damage: +13% acid / +15% mind
Equilibrium when hit: +0.12
Mental crit. chance: +4%
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Infused by psionic forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Armour: +5
Damage (Melee): 15 darkness / 15 cold
Changes damage: +20% darkness / +20% cold
Only die when reaching: -100.00 life
Maximum hate: +20.00
Healing mod.: -10%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Instill Fear (costing 17 power out of 30/30) :
Effective talent level: 4.5
Power cost: 17 out of 30/30.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 25.58 mind and 53.52 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 25% 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 24.
Terrified: Deals 5.81 mind and 12.16 darkness damage per turn and increases cooldowns by 39%.
Haunted: Causes the target to suffer 9.95 mind and 20.82 darkness damage for each detrimental mental effect every turn.
Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Won't Break Stealth: 100%
Is: a spell
Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 temporal, 3 light, 4 arcane, 3 physical
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
2.50 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It is part of a set of items.
Base power: 35.0 - 42.0
Uses stat: 150% Mag
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +35% arcane
Talent granted: +1 Command Staff
Mental save: +8 (+3 eff.)
Spellpower: +30 (+7 eff.)
Spell crit. chance: +15%
The top part of Telos' broken staff.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: gem / white ; tier 3
When carried:
Light radius: +1
Latent Damage Type: Light
It can be used to map surroundings within range 20
Activation costs 25 power out of 30/30.
The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 5
Base power: 36.5 - 47.5
Uses stats: 80% Cun, 50% Mag
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +10.0%
Attack speed: 100%
On weapon crit:
* Strike your target with a blast of Arcane energy dealing 155 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns.
Damage (Melee): +9 acid
Damage (radius 1) on hit: +9 fire
Damage against: +20% Horror / +16% Demon
When wielded/worn:
Changes stats: +6 Cun / +9 Wil
Changes resistances penetration: +9% fire
Changes damage: +12% light
Critical mult.: +30.00%
Spell save: +9 (+3 eff.)
Light radius: +2
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 17
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 20.0 - 26.0
Uses stats: 50% Dex, 50% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +12.0%
Attack speed: 100%
Lifesteal (this weapon only): +6%
Damage (Melee): +20 blight / +20 fire
When wielded/worn:
Changes stats: +5 Mag
Changes resistances: +10% blight / +10% fire
Talent granted: +1 Virulent Disease
This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 2
Base power: 23.0 - 32.2
Uses stats: 30% Dex, 90% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Crit. chance: +4.0%
Attack speed: 100%
Block value: +24
Damage conversion: 16% light
When wielded/worn:
Changes resistances: +3% blight / +6% mind / +3% acid
Changes damage: +11% physical
Talents granted: +1 Lightbound Oath +1 Block
Stamina when hit: +0.70
See invisible: +6
This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 15% chance to parry attacks, reducing damage taken by up to 25% and deal 218% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding.
One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by nature
1.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 2
When wielded/worn:
Damage (Melee): 11 frost burn
Damage (Ranged): 11 frost burn
Damage when hit (Melee): 17 temporal / 12 fire
Changes resistances: +6% temporal / +5% arcane / +5% fire
Damage against: +5% Elemental
Damage affinity(heal): +5% cold
Maximum mana: +60.00
Light radius: +3
A glowing blue crystal said to have been once been part of a powerful ice elemental.
This item has been sent to the Item's Vault.


Requires:
- Magic 40
Powered by arcane forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 50.0 - 70.0
Uses stat: 120% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* deal 54.76 arcane and 52.96 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 (+7 eff.)
Spell crit. chance: +12%
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:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 24.0 - 28.8
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 (+3 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.


Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+2 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+5 eff.)
It can be used to activate talent Instill Fear (costing 16 power out of 45/45) :
Effective talent level: 3.5
Power cost: 16 out of 45/45.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 24.54 mind and 23.54 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 23% 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 22.
Terrified: Deals 5.52 mind and 5.30 darkness damage per turn and increases cooldowns by 35%.
Haunted: Causes the target to suffer 9.68 mind and 9.29 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.