
stralite plate armour 'Ulyrim' (0 def, 13 armour)Requires:
- Massive armour training
- Strength 48
Crafted by a master
Infused by psionic forces
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +13
Fatigue: +22%
Changes stats: +3 Str / +8 Wil / +5 Cun / +4 Con
Changes resistances: +22% acid
Critical mult.: +10.00%
Mental save: +15 (+8 eff.)
Hate when firing a critical mind attack: +1.00
Maximum life: +52.00
Maximum psi: +20.00
A suit of armour made of metal plates.
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 (+10 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.

Glarevault the dwarven-steel greatsword (46-74 power, 2 apr)Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 46.0 - 73.6
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.5%
Attack speed: 100%
Damage (Melee): +4 light
When wielded/worn:
Changes resistances: +6% darkness / +6% cold
Changes resistances penetration: +10% light
Changes damage: +3% cold
Light radius: +3
Massive two-handed swords.
This item has been sent to the Item's Vault.

dwarven-steel greatsword 'Barkburst' (36-58 power, 2 apr)Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 36.5 - 58.4
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +10 (+4 eff.)
Defense: +12 (+10 eff.)
Effects on melee hit:
* 20% chance to slow global speed by 31%
Changes resistances penetration: +20% nature
Reduces incoming crit damage: 15.00%
Disarm immunity: +29%
Equilibrium when hit: +0.16
Maximum hate: +4.00
Massive two-handed swords.
This item has been sent to the Item's Vault.

corrosive stralite steamsaw (31-46 power, 0 apr)Requires:
- Strength 35
- Talent Steam Pool
Powered by arcane forces
Powered by steamtech
3.00 Encumbrance.
Type: weapon / steamsaw ; tier 4
Base power: 31.0 - 46.5
Uses stat: 100% Str
Damage type: Physical bleed
Accuracy bonus: +0.2% crit chance (max 25%)
Crit. chance: +4.0%
Attack speed: 100%
Block value: +66
Attacks use: 1.0 Steam
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +5
Defense: +8 (+8 eff.)
Fatigue: +10%
Effects when hit in melee:
* 12% chance to reduce armor by 34%
Changes stats: +1 Con
Changes resistances: +12% acid
Talent granted: +2 Block
Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!
This item has been sent to the Item's Vault.

Gluwyn the Gloomnoon (10-10 power, 24 apr, mind damage)Requires:
- Willpower 24
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 3
Base power: 9.5 - 10.5
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Crit. chance: +3.5%
Attack speed: 100%
On weapon hit:
* 20% chance to slow global speed by 31%
* 20% chance to reduce damage dealt by 6%
When wielded/worn:
Defense: +10 (+9 eff.)
Changes resistances: +3% cold
Talent granted: +1 Attune Mindstar
Physical save: +12 (+6 eff.)
Teleport immunity: +20%
Mindpower: +11 (+10 eff.)
Mental crit. chance: +3%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.

Blindcut the yew longbowRequires:
- Dexterity 24
- Talent Shoot
Infused by arcane disrupting forces
4.00 Encumbrance.
Type: weapon / longbow ; tier 3
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +8
Damage (radius 2) on crit: +8 mind
When wielded/worn:
Physical crit. chance: +1.0%
Damage when hit (Melee): 4 mind
Changes stats: +3 Wil
Changes resistances: +14% acid / +12% lightning / +18% cold / +15% fire / +8% all
Changes resistances penetration: +15% physical
Changes damage: +12% light
Spell save: +11 (+6 eff.)
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.

stralite dagger 'Islylralaith' (32-42 power, 9 apr)Requires:
- Dexterity 35
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 4
Base power: 32.5 - 42.2
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +16 acid
Damage (radius 1) on hit: +8 fire
When wielded/worn:
Accuracy: +7 (+3 eff.)
Armour penetration: +7
Damage when hit (Melee): 2 arcane
Changes resistances penetration: +8% all
Changes damage: +3% acid
Sharp, short and deadly.
This item has been sent to the Item's Vault.

Fanged CollarRequires:
- Level 15
Powered by unknown forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +10 Cun / -5 Wil
Changes resistances: +15% blight / +15% darkness / +15% acid
Physical save: +15 (+7 eff.)
Spell save: +15 (+8 eff.)
Mental save: -7 (-3 eff.)
Maximum life: +20.00
Try to not die...
This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.
This item has been sent to the Item's Vault.

Imp ClawRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Light radius: +1
See stealth: +10
It can be used to activate talent Flame (costing 9 power out of 9/9) :
Effective talent level: 2.0
Power cost: 9 out of 9/9.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 150.39 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.
The battered remains of a flame imp's hand. It still burns with that unnatural flame.
This item has been sent to the Item's Vault.

ash wand of conjuration 'Siladatta' [power 175] (15 cooldown)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 2
When wielded/worn:
Changes resistances: +6% light / +9% blight / +3% fire / +5% arcane / +6% mind
Changes damage: +3% mind
It can be used to fire a magical bolt dealing 175 lightning damage
Activation puts all charms on cooldown for 15 turns.
When used:
* Gain a 15% chance to evade weapon attacks for 2 turns.
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.

Earthen BeadsRequires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +5 Wil
Damage affinity(heal): +15% nature
Life regen: +2.00
Mindpower: +5 (+5 eff.)
Enhances the effectiveness of Meditation by 20%
It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) :
Effective talent level: 2.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Touch a target (or yourself) to infuse it with Nature, healing it for 127 (this heal does not work on undead).
The amount healed will increase with your Mindpower.
This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.
This item has been sent to the Item's Vault.

Crystal Shard (16-19 power, 4 apr, physical element)Requires:
- Magic 20
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 16.0 - 19.2
Uses stat: 130% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
Damage conversion: 50% blight
When wielded/worn:
Changes resistances: +10% arcane / +10% blight
Changes damage: +18% arcane / +18% blight
Damage affinity(heal): +20% arcane
Spellpower: +14 (+5 eff.)
Spell crit. chance: +4%
It can be used to create 2 living shards of crystal to serve you for 10 turns
Activation costs 45 power out of 45/45.
This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.
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 / +9% all
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +5% mind / +5% physical
Physical save: +10 (+5 eff.)
Mindpower: +8 (+8 eff.)
Mental crit. chance: +4%
It can be used to send out a range 5 beam of kinetic energy, dealing 18.40 to 23.00 physical damage (based on Willpower and Cunning) with knockback
Activation costs 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.

Neira's MemoryRequires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 3
When wielded/worn:
Changes stats: +2 Cun / +5 Wil
Confusion immunity: +30%
Stun/Freeze immunity: +30%
Mana when firing critical spell: +3.00
It can be used to surround yourself with a magical shield (strength 215, based on Magic) for 10 turns
Activation costs 20 power out of 20/20.
Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira.
This item has been sent to the Item's Vault.

Spellblaze Shard (20-26 power, 10 apr)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% Str, 50% Dex
Damage type: Physical
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.

Unlightreign of the Blightspawn (15-18 power, 3 apr, fire element)Requires:
- Magic 16
Powered by arcane forces
5.00 Encumbrance.
[Random Unique]
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 this weapon hits: Netherblast (20% chance level 2).
When wielded/worn:
Armour: +13
Defense: +12 (+6 eff.)
Changes stats: +1 Mag / +1 Wil
Maximum wards: +3 fire
Changes damage: +6% mind / +15% fire
Talents granted: +4 Ward +1 Command Staff
Stun/Freeze immunity: +20%
Psi when hit: +0.12
Maximum mana: +10.00
Spellpower: +10 (+4 eff.)
Spell crit. chance: +2%
Talent on hit(spell): Netherblast (20% chance level 2).
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

Spellhunt Remnants (1 def, 2 armour)Requires:
- Heavy armour training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Defense: +1 (+1 eff.)
Changes stats: +2 Cun / +2 Wil
Changes resistances penetration: +5% nature
Changes damage: +5% nature
Spell save: +4 (+2 eff.)
Maximum life: +20.00
Mindpower: +4 (+4 eff.)
Mental crit. chance: +3%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Can't be worn by those with arcane powers.
It can be used to destroy an arcane item (of a higher tier than the gauntlets)
Activation costs 1 power out of 150/150.
These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.
This item has been sent to the Item's Vault.

Sludgegrip (0 def, 0 armour)Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Changes stats: +4 Cun / +4 Wil
Changes resistances: +10% nature
Changes damage: +5% nature
Talent mastery: +0.20 Wild-gift / Slime
Poison immunity: +20%
Mindpower: +2 (+2 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
These gloves are coated with a thick, green liquid.
This item has been sent to the Item's Vault.

Kor's Fall (10-12 power, 0 apr, darkness 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: +2.0% proc dam (max 200%)
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 (+3 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 115.65 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (231).
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.

Obliterator (48-72 power, 10 apr)Requires:
- Strength 40
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 48.0 - 72.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +10
Attack speed: 100%
On weapon hit:
* Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 35 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack.
Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target.
When wielded/worn:
Changes stats: +5 Str / +5 Con
Critical mult.: +10.00%
This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact.
This item has been sent to the Item's Vault.

Unerring Scalpel (15-20 power, 25 apr)Requires:
- Cunning 16
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 1
Base power: 15.0 - 19.5
Uses stats: 45% Str, 55% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Attack speed: 100%
Damage Shield penetration (this weapon only): +50%
When wielded/worn:
Accuracy: +20 (+7 eff.)
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.
This item has been sent to the Item's Vault.

flaming steel steamsaw of massacre (19-28 power, 0 apr)Requires:
- Strength 16
- Talent Steam Pool
Powered by arcane forces
Crafted by a master
Powered by steamtech
3.00 Encumbrance.
Type: weapon / steamsaw ; tier 2
Base power: 19.0 - 28.5
Uses stat: 100% Str
Damage type: Physical bleed
Accuracy bonus: +0.2% crit chance (max 25%)
Crit. chance: +2.0%
Attack speed: 100%
Block value: +22
Damage (radius 1) on hit: +5 fire
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +3
Defense: +4 (+2 eff.)
Fatigue: +6%
Talent granted: +1 Block
Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!
This item has been sent to the Item's Vault.

mitotic vined mindstar (6-6 power, 18 apr, mind damage)Requires:
- Willpower 16
Infused by nature
3.00 Encumbrance.
Type: weapon / mindstar ; tier 2
Base power: 5.5 - 6.1
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 7% chance to slow global speed by 32%
* 6% chance to reduce armor by 30%
When wielded/worn:
Talent granted: +1 Attune Mindstar
Mindpower: +4 (+4 eff.)
Mental crit. chance: +2%
It can be used to divide the mindstar in two
Activation puts all charms on cooldown for 1 turns.
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.

Malslek the Accursed's Hat (2 def, 0 armour)Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Defense: +2 (+1 eff.)
Damage (Melee): 30 % chance of gloom effects
Changes resistances: +20% fire
Changes damage: +10% darkness / +10% physical
Talent mastery: +0.20 Cursed / Punishments
Mental save: -10 (-5 eff.)
Hate when firing a critical mind attack: +2.00
Hate per kill: +2.00
Maximum hate: +20.00
Spellpower: +10 (+4 eff.)
Mindpower: +15 (+11 eff.)
Mental crit. chance: +10%
Healing mod.: -10%
Talent on hit(spell): Agony (10% chance level 2).
Talent on hit(mindpower): Hateful Whisper (10% chance level 2).
This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins.
This item has been sent to the Item's Vault.

Plague-Fire Sceptre (24-29 power, 4 apr, physical element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
Base power: 24.0 - 28.8
Uses stat: 125% 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% blight / +20% fire
Spellpower: +27 (+10 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat
Activation costs 15 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.
This item has been sent to the Item's Vault.

Dourglamour the ash longbowRequires:
- Dexterity 16
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
On weapon hit:
* 20% chance to reduce all saves and defense by 7
Damage (radius 2) on crit: +16 darkness
When wielded/worn:
Effects on ranged hit:
* 20% chance to reduce all saves and defense by 7
Damage when hit (Melee): 8 mind
Changes stats: +5 Dex
Changes resistances penetration: +5% mind / +9% physical
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.

Blindstriker (1 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Defense: +1 (+1 eff.)
Damage when hit (Melee): 4 arcane
Changes stats: +3 Mag
Changes resistances: +3% darkness
Changes resistances penetration: +5% arcane
Changes damage: +9% darkness
Spell save: +8 (+4 eff.)
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.
