

4.0 Encumbrance
T5 longbow 2H weapon
Reqs Dex 48
[Random Unique]
Nature/Master
Accuracy Bonus +0.2% critical chance (max 25%)
Attack Speed 100%
Range +10
On-crit, radius 2 +104 fire
While equipped:
Stats +11 Str +4 Mag +23 Wil
+23 Con
offense ------
Physical Power +15 (+5 eff.)
Global Speed +14%
Ignore resists +21% fire
defense ------
Resistance +5% arcane
Life +119.00
other -------
Infravision +3
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


7.0 Encumbrance
T5 shield armor
[Unique]
Nature/Disrupt
When used to Attack:
Weapon Damage 164% Range: 1.0x-1.2x
Uses 100% Str
Damage Physical
Accuracy Bonus +2.5% proc damage (max 250%)
Critical Rate +4.5%
Block +240
Damage Conversion 30% nature
10% manaburn arcane
While equipped:
offense ------
When Hit 15 nature
defense ------
Armor +12
Defense +18 (+6 eff.)
Ranged Defense +12 (+4 eff.)
Fatigue +22%
Resistance +35% blight +15% nature
Spell save +24 (+6 eff.)
Disease Resist +60%
other -------
Talents +1 Block
Masteries
+0.20 Wild-gift/Antimagic
Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns.
Uses 24 power out of 40/40
This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars.
This item has been sent to the Item's Vault.


7.0 Encumbrance
T5 shield armor
[Unique]
Arcane
Glows brightly in the light of dawn.
When used to Attack:
Weapon Damage 162% Range: 1.0x-1.2x
Uses 100% Str
Damage Light
Accuracy Bonus +2.5% proc damage (max 250%)
Critical Rate +4.5%
Block +280
While equipped:
defense ------
Armor +20
Defense +16 (+5 eff.)
Ranged Defense +17 (+6 eff.)
Fatigue +14%
Resistance +30% blight +30% darkness
Spell save +19 (+5 eff.)
other -------
Light +2
Talents +1 Block
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.


14.0 Encumbrance
T5 heavy armor
[Unique]
Nature/Master
Kroltar's head would turn up the heat.
While equipped:
Stats +5 Str +3 Dex +4 Con
defense ------
Armor +18
Defense +10 (+3 eff.)
Fatigue +16%
Resistance +20% acid +20% blight
+20% fire +20% nature
+20% lightning
Life +120.00
Devouring Flame:
Effective talent level: 4.5
Power cost 50 out of 80/80.
Range 10
Cooldown: 20
Travel.spd instantaneous
Is: a mind power and a nature gift
Description: Spit a cloud of flames, doing 38.62 fire damage in a radius of 4 each turn for 8 turns.
The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user.
The damage will increase with your Mindpower, and can critical.
Each point in fire drake talents also increases your fire resistance by 1%.
A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.
This item has been sent to the Item's Vault.


5.0 Encumbrance
T5 staff 2H weapon
[Random Unique]
Arcane/Master
Weapon Damage 137% Range: 1.0x-1.2x
Uses 80% Mag
Damage Physical
Mastery Staff Mastery
Accuracy Bonus +2.5% proc damage (max 250%)
Ignore Armor +6
Critical Rate +5.0%
Attack Speed 100%
While equipped:
offense ------
Spell Crit +17%
Critical power +16.00%
Spellpower +25 (+4 eff.)
Spellpower/crit +8
Damage +30% lightning +15% arcane
Ignore resists +5% light
Ignore Shields +14%
defense ------
Defense +18 (+6 eff.)
Shield Power +17%
Disease Resist +15%
other -------
Light +3
Talents +1 Command Staff
Conjure elemental energy in a radius 10 cone, dealing 58.47 to 70.16 lightning damage
Puts all charms on 8 cooldown
Staves designed for wielders of magic, by the greats of the art.
It was changed by the digestive sack.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T4 arrow ammo
Reqs Dex 35
[Rare]
Master
Weapon Damage 153% Range: 1.0x-1.4x
Uses 70% Dex, 50% Str
Damage Physical
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +14
Critical Rate +19.5%
Capacity 20
On-ranged-hit +20 nature +20 cold
On-Hit, radius 1 +20 nature +20 cold
On-crit, radius 2 +20 nature
On Crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T5 arrow ammo
Reqs Dex 48
[Rare]
Psionic
Weapon Damage 166% Range: 1.0x-1.4x
Uses 70% Dex, 50% Str
Damage Physical
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +18
Critical Rate +3.0%
Capacity 21
On-ranged-hit +20 fire +44 darkness
+20 light
Damage Against +30% Living
On-Hit, radius 1 +20 light +20 fire
On-crit, radius 2 +20 fire
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T5 arrow ammo
Reqs Dex 48
[Random Unique]
Master/Psionic
Weapon Damage 205% Range: 1.0x-1.4x
Uses 70% Dex, 50% Str
Damage Physical
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +18
Critical Rate +21.0%
Capacity 20
On-ranged-hit +50 physical
On Hit:
* 20 arcane resource burn
* 20% chance to slow global speed by 52%
* 20% chance to knock the target back 3 spaces and deal 158 physical damage
On Crit:
* Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50%
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


1.0
T3 dagger 1H weapon
[Unique]
Master
Power 129% Range: 1.3x
Uses 50% Dex, 50% Cun
Dmg Physical
Acc+ +0.5% APR (max 50%)
Apr +20
Crit +15.0%
Atk.spd 111%
On Crit:
* Breaks enemy weapon.
While equipped:
Stats +8 Cun +8 Dex
----- def -----
Hardiness +20%
Defense +15 (+8 eff.)
Phys.save +15 (+3 eff.)
Disarm- +50%
---------- misc
Talents +1 Dagger Block
Can block like a shield, potentially disarming the enemy.
This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
This item has been sent to the Item's Vault.


1.0
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
The star shines alone in a moonless sky.
Power 100% Range: 1.3x
Uses 20% Dex, 20% Str
Dmg Light
Acc+ +0.2% crit chance (max 25%)
Atk.spd 125%
On Hit:
* Deal 70 Light damage.
While equipped:
---------- misc
Light +1
Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.
This item has been sent to the Item's Vault.


1.0
T3 dagger 1H weapon
Reqs Dex 24
[Unique]
Arcane
The moon shines alone in a starless sky.
Power 137% Range: 1.3x
Uses 45% Str, 45% Dex
Dmg Physical
Acc+ +0.5% APR (max 50%)
Apr +30
Crit +10.0%
Atk.spd 100%
Melee+ +20 darkness
While equipped:
dps ----------
Dmg.mod +10% darkness
---------- misc
Light -1
A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades.
This item has been sent to the Item's Vault.


2.0
T3 cloth armor
[Random Unique]
Arcane
While equipped:
Stats +5 Mag
dps ----------
Spell.crit +8%
Spell.pwr +20 (+12 eff.)
Dmg.mod +13% temporal
+11% light
+3% mind
Res.pen +5% mind +15% fire
Melee Ret 8 mind
----- def -----
Armour +4
Defense +7 (+4 eff.)
Resists +3% fire
+13% temporal
+8% darkness
+7% light
Max.HP +35.00
---------- misc
Mana/turn +0.16
Max.mana +52.00
Light +3
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


2.0
T3 head armor
[Ego++]
Arcane
While equipped:
dps ----------
Spell.pwr +6 (+5 eff.)
----- def -----
Defense +2 (+1 eff.)
Resists +5% lightning
+3% temporal
+5% light
+5% fire
+5% nature
+5% acid
+3% blight
+5% cold
+3% darkness
---------- misc
Mana/turn +1.10
Mana/ret +0.80
Max.mana +67.00
Manaflow:
Puts all charms on 40 cooldown
Level 2.0
Pwr.cost 40 out of 40/40.
Range melee/personal
Travel.spd instantaneous
Is a spell
Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns.
The mana restored will increase with your Spellpower.
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.


3.0
T5 mace 1H weapon
Reqs Wil 30
[Unique]
Psionic
Power 162% Range: 1.4x
Uses 100% Str
Dmg Physical
Mastery Weapons Mastery
Acc+ +0.2% base dam (max 20%)
Apr +6
Crit +3.0%
Atk.spd 100%
On Hit.r1 +50 lightning
+50 physical
On Crit.r2 +100 lightning
+100 physical
Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage.
Uses 60 power out of 60/60
Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.
This item has been sent to the Item's Vault.


3.0
T2 arrow ammo
[Unique]
Nature
Power 117% Range: 1.4x
Uses 50% Str, 70% Dex
Dmg Physical
Acc+ +0.2% crit chance (max 25%)
Apr +10
Crit +5.0%
Capacity 20
On Hit:
* afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns
A vile poison drips from the tips of these arrows.
This item has been sent to the Item's Vault.


1.0
T2 dagger 1H weapon
[Unique]
Arcane
Power 129% Range: 1.3x
Uses 50% Dex, 15% Mag, 50% Str
Dmg Physical
Acc+ +0.2% crit chance (max 25%)
Apr +10
Crit +9.0%
Atk.spd 100%
Dmg.conv 50% darkness
On Hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
While equipped:
Stats +4 Cun +4 Mag
dps ----------
Dmg.mod +5% darkness
Res.pen +10% darkness
----- def -----
Resists +10% darkness
Stealth +10
Invoke Darkness:
Level 3.0
Pwr.cost 20 out of 20/20.
Range 10
Travel.spd 2000% of base
Is necromancy
a spell
Description: Conjures up a beam of darkness, doing 44.59 darkness damage.
At level 5, the beam widens to hit foes on each side.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.


3.0
T1 mindstar 1H weapon
[Unique]
Nature
Power 92% Range: 1.1x
Uses 50% Wil, 30% Cun
Dmg Nature
Mastery Psiblades
Acc+ +0.2% crit chance (max 25%)
Acc uses Wil
Apr +15
Crit +7.0%
Atk.spd 100%
Dmg.conv 30% poison
While equipped:
dps ----------
Mind.crit +2%
Mind.pwr +4 (+2 eff.)
Dmg.mod +10% nature
----- def -----
Resists +10% nature
Poison- +50%
Spit Poison:
Level 2.0
Pwr.cost 8 out of 8/8.
Range 10
Travel.spd instantaneous
Is a nature gift
Description: Spit poison at your target, doing 215.96 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.


1.5
T2 hands armor
Reqs Heavy armour training
[Ego++]
Disrupt
While equipped:
dps ----------
Phys.pwr +5 (+2 eff.)
Acc +6 (+2 eff.)
Apr +6
On Melee Ret:
* 20 arcane resource burn
----- def -----
Armour +2
Fatigue +3%
Resists +7% blight
Spell.save +19 (+10 eff.)
Unarmed combat:
Power 121% Range: 1.4x
Uses 40% Dex, 40% Str, 40% Cun
Dmg Physical
Acc+ +0.2% base dam (max 20%)
Apr +16
Crit +8.0%
Atk.spd 83%
On Hit:
* 11% chance to reduce armor by 14%
* 15 arcane resource burn
* 13% chance to slow global speed by 50%
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.


1.5
T2 hands armor
Reqs Heavy armour training
[Ego+]
Disrupt/Master
While equipped:
Stats +3 Dex
dps ----------
Acc +11 (+3 eff.)
On Melee Ret:
* 18 arcane resource burn
----- def -----
Armour +2
Fatigue +3%
Spell.save +11 (+6 eff.)
Unarmed combat:
Power 121% Range: 1.4x
Uses 40% Dex, 40% Str, 40% Cun
Dmg Physical
Acc+ +0.2% base dam (max 20%)
Acc +5
Apr +9
Crit +13.0%
Atk.spd 83%
On Hit:
* 19 arcane resource burn
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.


12.0 Encumbrance
T3 greatsword 2H weapon
[Unique]
Psionic
Weapon Damage 161% Range: 1.0x-1.6x
Uses 129% Str
Damage Physical
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +9
Critical Rate +9.0%
Attack Speed 100%
On-hit +49 light +49 darkness
On Hit:
* 9% chance to stun or confuse the target
The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T3 mace 1H weapon
[Unique]
Disrupt
It is said perseverance comes hand in hand with dedication.
Weapon Damage 138% Range: 1.0x-1.4x
Uses 20% Cun, 90% Str
Damage Physical
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +6
Critical Rate +20.0%
Attack Speed 100%
On-crit, radius 2 +50 manaburn arcane
While equipped:
defense ------
Resistance +15% arcane +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T2 head armor
Reqs - Heavy armour training
Mag 12
[Unique]
Arcane
While equipped:
Stats +4 Mag +4 Wil +4 Cun
offense ------
On-Hit 15 phys.bleed
defense ------
Armor +8
Defense +4 (+1 eff.)
Fatigue +6%
Resistance +10% darkness
other -------
Masteries
+0.20 Race/Whitehooves
Increases your maximum stacks of Death Momentum by 1.
You always thought his horns looked kind of stupid, to be honest.
This item has been sent to the Item's Vault.


2.0 Encumbrance
T2 cloth armor
[Unique]
Psionic
While equipped:
Stats +3 Cun +4 Wil
offense ------
Mind Crit +4%
Mindpower +8 (+4 eff.)
Damage +5% mind +5% physical
Ignore resists +10% mind +10% physical
defense ------
Armor +8
Defense +12 (+4 eff.)
Resistance +15% acid +12% physical
+9% all
Physical save +10 (+5 eff.)
Send out a range 5 beam of kinetic energy, dealing 42.39 to 52.99 physical damage (based on Willpower and Cunning) with knockback.
Uses 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.


3.0 Encumbrance
T3 longsword 1H weapon
Reqs Mag 24
[Unique]
Arcane
In the past there was a dagger with it.
Weapon Damage 134% Range: 1.0x-1.4x
Uses 20% Mag, 80% Str
Damage Physical
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +10
Critical Rate +8.0%
Attack Speed 111%
On-hit +5 temporal
Damage Conversion 30% temporal
While equipped:
offense ------
Spell Crit +5%
Spellpower +5 (+5 eff.)
Damage +5% temporal
defense ------
Out-of-Phase Defense +10
Out-of-Phase Resistance +5%
Out-of-Phase Resilience +15%
other -------
Masteries
+0.10 Chronomancy/Blade Threading
+0.10 Chronomancy/Temporal Guardian
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 untapped potential of time.
This item has been sent to the Item's Vault.


3.0 Encumbrance
T2 mace 1H weapon
[Unique]
Master
Weapon Damage 129% Range: 1.0x-1.4x
Uses 100% Str
Damage Physical
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +4
Critical Rate +10.0%
Attack Speed 100%
On-hit +14% confusion +30 physical
On Hit:
* Reduce targets accuracy and powers by 5 (stacks 5 times)
While equipped:
offense ------
Accuracy +12 (+3 eff.)
An oddly twisted club with a hefty weight on the end. There's something very strange about it.
This item has been sent to the Item's Vault.


2.0 Encumbrance
T3 cloak armor
[Random Unique]
Nature/Master
While equipped:
offense ------
Physical Crit +2.0%
Physical Power +1 (+0 eff.)
Damage +3% mind
Ignore resists +10% mind
On-Hit (Melee):
* 20% chance to reduce all saves and defense by 23
defense ------
Armor +7
Defense +2 (+0 eff.)
Fatigue -4%
Resistance +6% light +15% cold
Physical save +8 (+4 eff.)
Mind save +8 (+4 eff.)
Unlife -50.00 life
other -------
Light +1
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.


4.0 Encumbrance
T5 sling 1H weapon
[Random Unique]
Nature/Master
Accuracy Bonus +0.2% base damage (max 20%)
Attack Speed 125%
Range +10
On Hit:
* 20% chance to slow global speed by 50%
* 15% chance to daze at end of turn
While equipped:
Stats +3 Str +3 Dex +3 Mag +3 Wil
+3 Cun +1 Con
offense ------
Physical Crit +11.0%
Mind Crit +3%
Damage +22% physical
Ignore resists +12% lightning
+18% physical
Accuracy +12 (+3 eff.)
defense ------
Resistance +6% light +12% fire
Heal-on-summon +10
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.


1.0 Encumbrance
T3 head armor
Reqs Mag 25
[Unique]
Arcane
While equipped:
Stats +4 Wil +5 Mag
offense ------
Spell Crit +3%
Damage +15% blight +5% arcane
+12% darkness
When Hit 4 blight
10 vim draining blight
defense ------
Resistance +8% blight +8% darkness
Spell save +8 (+4 eff.)
Mind save +6 (+3 eff.)
other -------
Max vim +25.00
Vimsense:
Effective talent level: 2.0
Power cost 25 out of 45/45.
Range melee/personal
Cooldown: 15
Travel.spd instantaneous
Is: a spell
Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 6% and all saves by 11, but also make them aware of you.
The resistance and save reduction will improve with your Spellpower.
A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.
This item has been sent to the Item's Vault.