

Requires:
- Level 15
0.00 Encumbrance.
Type: alchemist-gem / black ; tier 1
When used as an alchemist bomb:
Bomb damage +5%
Gems can be sold for money or used in arcane rituals.
This item has been sent to the Item's Vault.


Requires:
- Strength 52
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Power: 182% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +50 fire
Damage conversion: 20% fire
When wielded/worn:
Changes resistances: +20% fire
Changes resistances penetration: +25% fire
Changes damage: +20% fire
The wearer is treated as a demon.
It can be used to activate talent Infernal Breath (costing 27 power out of 35/35) :
Effective talent level: 3.0
Power cost: 27 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 79.32 fire damage, and flames will be left dealing a further 18.26 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat.
Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Power: 179% Range: 1.6x
Uses stats: 20% Con, 115% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 21 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt
Activation costs 23 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Power: 160% Range: 1.4x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +20
Crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +10 Str / +8 Mag
Changes resistances: +18% darkness / +12% blight
Changes resistances penetration: +15% darkness
Changes damage: +25% darkness
Shadow Power: +5
Increases all damage penetration by 1% for each point of your Shadow Power.
"All the better to pierce the heart of the world."
This item has been sent to the Item's Vault.


Requires:
- Willpower 45
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Power: 113% Range: 1.1x
Uses stats: 50% Wil, 20% Str, 10% Cun
Damage type: Physical
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Crit. chance: +2.5%
Attack speed: 100%
Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning
When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +10 (+2 eff.)
Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning
Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid
Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect
Mindpower: +10 (+2 eff.)
Mental crit. chance: +5%
The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn.
It can be used to activate talent Fire Breath (costing 23 power out of 30/30) :
Effective talent level: 4.0
Power cost: 23 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 155.49 fire damage over 3 turns.
The damage will increase with your Strength and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.
A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something.
This item has been sent to the Item's Vault.


Requires:
- Willpower 28
- Magic 20
Infused by nature
Infused by psionic forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Power: 115% Range: 1.1x
Uses stats: 40% Wil, 30% Mag
Damage type: Darkness
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +27
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 15% chance to cast Tendrils Eruption level 3 on your target
When wielded/worn:
Changes stats: +6 Wil / +6 Mag
Changes damage: +10% blight / +10% mind / +10% darkness
Spellpower: +12 (+1 eff.)
Spell crit. chance: +12%
Mindpower: +12 (+2 eff.)
Mental crit. chance: +12%
This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.
This item has been sent to the Item's Vault.


Requires:
- Strength 32
- Talent Steam Pool
Powered by arcane forces
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / steamsaw ; tier 5
Power: 150% Range: 1.5x
Uses stat: 110% Str
Damage type: Fire
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +27
Crit. chance: +6.0%
Attack speed: 100%
Block value: +80
On weapon crit:
* deal a melee attack against all other enemies in a circle around you
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +15
Defense: +12 (+4 eff.)
Fatigue: +9%
Changes stats: +8 Cun / +10 Str
Talent mastery: +0.30 Steamtech / Sawmaiming
Talent granted: +3 Block
Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him.
His naming skills have not improved.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Physical crit. chance: +10.0%
Defense: +14 (+5 eff.)
Damage (Melee): 30 mind / 30 darkness
Damage when hit (Melee): 30 mind / 30 darkness
Changes stats: +4 Dex / +8 Wil / +6 Cun
Changes resistances: +10% darkness / +10% mind
Changes damage: +4% all
Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness
Talent granted: +5 Dark Vision
Stealth bonus: +12
Mental save: +10 (+3 eff.)
Hate per kill: +5.00
Mindpower: +20 (+4 eff.)
Mental crit. chance: +10%
Talent on hit(mindpower): Creeping Darkness (10% chance level 3).
Forget the moons, the starry sky,
The warm and greeting sheen of sun,
The rays of light will never reach inside,
The heart which wishes that it be unseen.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
It is part of a set of items.
Oddly it never produces a hat.
When wielded/worn:
Armour: +3
Defense: +9 (+3 eff.)
Damage when hit (Melee): 20 physical / 10 temporal
Changes stats: +5 Mag / +3 Wil
Changes resistances: +10% temporal / +10% physical / +13% all
Changes resistances penetration: +20% temporal / +20% physical
Changes damage: +20% temporal / +20% physical
Spellpower: +23 (+2 eff.)
It can be used to activate talent Temporal Reprieve (costing 38 power out of 50/50) :
Effective talent level: 1.0
Power cost: 38 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +2 (+1 eff.)
Effects on melee hit:
* 20% chance to slow global speed by 75%
Damage when hit (Melee): 4 acid
Changes resistances: +3% blight / +9% darkness
Changes damage: +3% nature
Physical save: +7 (+2 eff.)
Mental save: +7 (+2 eff.)
Only die when reaching: -50.00 life
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.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Changes stats: +15 Mag
Changes resistances: +13% all
Reduce damage by fixed amount: +22 all
Changes damage: +22% blight
Spellpower: +15 (+1 eff.)
Spell crit. chance: +8%
Movement speed: +32%
It can be used to activate talent Carrion Feet (costing 12 power out of 20/20) :
Effective talent level: 3.0
Power cost: 12 out of 20/20.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%.
You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain.
Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.
If at least 1 enemy is effected by the cone you gain an additional 20 insanity.
This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
2.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +1
Fatigue: +1%
Changes resistances: +7% cold
Allows you to breathe in: water
Physical save: +10 (+2 eff.)
A cap made of leather.
This item has been sent to the Item's Vault.