

Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +4
Fatigue: +3%
Effects on melee hit:
* 20% chance to slow global speed by 52%
Changes stats: +5 Str / +3 Dex / +3 Cun / +5 Con
Changes resistances penetration: +20% mind / +20% nature
Changes damage: +6% nature
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 1.2
Power cost: 25 out of 25/25.
Range: 6
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Base power: 72.0 - 108.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
On weapon crit:
* deal manaburn damage equal to your mindpower in a radius 3 cone
Damage (Melee): +50 acid / +50 nature slow
When wielded/worn:
Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns)
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / longsword ; tier 4
Base power: 43.5 - 60.9
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
Damage (radius 2) on crit: +25 acid / +30 fire / +14 nature
When wielded/worn:
Accuracy: +13 (+2 eff.)
Armour penetration: +11
Damage when hit (Melee): 4 blight
Changes stats: +3 Dex
Changes resistances penetration: +9% acid / +11% fire / +11% nature
Physical save: +3 (+1 eff.)
Global speed: +5%
Combat speed: +10%
Sharp, long, and deadly.
This item has been sent to the Item's Vault.


Requires:
- Willpower 35
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mindstar ; tier 4
Base power: 12.5 - 13.8
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: +32
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Damage (Melee): 14 lightning
Damage when hit (Melee): 2 light
Changes stats: +3 Str / +4 Dex / +4 Mag / +9 Wil / +7 Cun / +5 Con
Changes resistances: +12% lightning
Changes resistances penetration: +17% lightning / +15% light
Changes damage: +8% lightning / +6% arcane / +9% light
Talent granted: +1 Attune Mindstar
Critical mult.: +21.00%
Life regen: +1.30
Spellpower on spell critical (stacks up to 3 times): +6
Maximum life: +23.00
Maximum vim: +10.00
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
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.


Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
It is part of a set of items.
A true understanding of the arcane is needed to release its full power.
Base power: 20.0 - 24.0
Uses stat: 150% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% arcane
Talent mastery: +0.20 Spell / Arcane
Talent cooldown: Manathrust (-1 turn)
Spellpower: +20 (+7 eff.)
It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed.
A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver.
It hums faintly, as if great power is locked within, yet alone it seems incomplete.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Constitution 150
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+10 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+9 eff.)
Spell save: +35 (+12 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+9 eff.)
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.


Requires:
- Dexterity 24
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 4
Base power: 24.0 - 33.6
Uses stats: 20% Wil, 60% Dex, 50% Str
Damage type: Mind
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +2.0%
Capacity: 20
On weapon crit:
* dominate the target
Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 4
Base power: 58.0 - 81.2
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +14
Crit. chance: +19.5%
Capacity: 45
On weapon hit:
* 20% chance to reduce all saves and defense by 22
* 25% chance for lightning to strike from the target to a second target dealing 69 damage
On weapon crit:
* Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +4 mind
Damage (radius 1) on hit: +8 mind
Damage (radius 2) on crit: +20 mind
When wielded/worn:
Ammo reloads per turn: +5
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 3
When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+3 eff.)
Changes stats: +8 Cun
When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.
This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 68.0 - 102.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
Damage (radius 2) on crit: +12 nature / +4 physical
When wielded/worn:
Accuracy: +21 (+5 eff.)
Armour penetration: +16
Armour: +6
Effects on melee hit:
* 20% chance to slow global speed by 54%
Changes resistances penetration: +15% lightning / +14% physical
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Strength 44
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 40.0 - 56.0
Uses stats: 20% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +40
Crit. chance: +8.0%
Attack speed: 100%
On weapon hit:
* deals 39 temporal damage and slows enemies in radius 6 of the target by 49% based on Magic
Damage conversion: 20% temporal
When wielded/worn:
Changes damage: +30% temporal / +30% physical
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
It can be used to activate talent Blink Blade (costing 10 power out of 10/10) :
Effective talent level: 4.0
Power cost: 10 out of 10/10.
Range: 8
Travel Speed: instantaneous
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage.
Blink Blade can hit the same target multiple times.
The remnants of a damaged timeline, this blade shifts and fades at random.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 26
Infused by nature
Crafted by a master
12.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +12
Defense: +4 (+1 eff.)
Fatigue: +14%
Changes stats: +3 Dex / +3 Wil / +3 Con
Changes resistances: +18% cold / +18% darkness / +18% nature
Healing mod.: +25%
Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight.
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:
Physical crit. chance: +6.0%
Armour: +8
Defense: +20 (+5 eff.)
Fatigue: +8%
Changes resistances: +20% cold / +9% mind / +1% physical
Changes damage: +6% physical
Critical mult.: +10.00%
Only die when reaching: -40.00 life
A suit of armour made of leather.
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: 140% Mag
Damage type: Physical
Mastery: Staff Mastery
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 (+2 eff.)
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12 (+6 eff.)
Spell crit. chance: +18%
It can be used to activate talent Channel Staff (costing 9 power out of 20/20) :
Effective talent level: 3.5
Power cost: 9 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 99% 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.