
The Untouchable (14 def, 12 armour)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.

Behemoth Hide (4 def, 6 armour)Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+1 eff.)
Ranged Defense: +8 (+2 eff.)
Fatigue: +10%
Changes stats: +5 Str / +3 Con
Maximum encumbrance: +20
Knockback immunity: +50%
Life regen: +2.00
Stamina each turn: +1.00
Maximum life: +45.00
Maximum stamina: +45.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.

Colaryem (48-77 power, 12 apr)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 stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 56%
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.

Everpyre Blade (38-53 power, 10 apr)Requires:
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 38.0 - 53.2
Uses stat: 100% Str
Damage type: Fire
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +10
Crit. chance: +18.0%
Attack speed: 100%
When this weapon hits: Fire Breath (15% chance level 4).
When wielded/worn:
Changes stats: +7 Str / +7 Wil
Changes resistances: +10% nature / +15% fire
Changes resistances penetration: +15% fire
Changes damage: +20% fire
This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder.
This item has been sent to the Item's Vault.

Sword of Potential Futures (28-39 power, 10 apr)Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
In the past there was a dagger with it.
Base power: 28.0 - 39.2
Uses stats: 20% Mag, 80% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spellpower: +5 (+2 eff.)
Spell crit. chance: +5%
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 untapped potential of time.
This item has been sent to the Item's Vault.

Robe of the Archmage (10 def, 10 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10 (+2 eff.)
Damage when hit (Melee): 15 arcane
Changes stats: +6 Mag / +6 Wil / +6 Cun
Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all
Changes damage: +12% all
Spell save: +20 (+10 eff.)
Mental save: +15 (+7 eff.)
Silence immunity: +50%
Mana each turn: +2.00
Spellpower: +15 (+5 eff.)
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.

The Face of Fear (8 def, 0 armour)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 15 power out of 45/45) :
Effective talent level: 3.5
Power cost: 15 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 20.60 mind and 20.00 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 22% 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 4.63 mind and 4.50 darkness damage per turn and increases cooldowns by 35%.
Haunted: Causes the target to suffer 7.99 mind and 7.76 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.

Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance
T1 hands armor
[Unique]
Disrupt/Master
While equipped:
Stats +2 Cun +2 Wil
offense ------
Mind Crit +3%
Mindpower +4 (+1 eff.)
Damage +5% nature
Ignore resists +5% nature
defense ------
Armor +2
Defense +1 (+0 eff.)
Spell save +4 (+0 eff.)
Life +20.00
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Can't be worn by those with arcane powers.
Destroy an arcane item (of a higher tier than the gauntlets).
Uses 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.

Borfast's Cage (10 def, 20 armour)17.0 Encumbrance
T3 massive armor
[Unique]
Master
While equipped:
Stats +5 Con
defense ------
Armor +20
Defense +10 (+3 eff.)
Fatigue +24%
Resistance -15% acid +15% physical
Crit Avoidance 20%
Physical save +15 (+1 eff.)
Life +50.00
Life Regen +2.00
Knockbk Resist +30%
Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.
Though clearly a powerful piece, it must once have been much greater.
This item has been sent to the Item's Vault.

Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance
T3 hands armor
[Unique]
Arcane
While equipped:
offense ------
Damage +10% acid +5% physical
Ignore resists +15% acid +15% physical
defense ------
Armor +7
Fatigue +10%
Resistance +20% acid +10% physical
Max Resistance +10% acid +5% physical
other -------
Cooldown Clinch -2
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master.
This item has been sent to the Item's Vault.

Flamewrought (0 def, 2 armour)1.0 Encumbrance
T1 hands armor
[Unique]
Nature
While equipped:
Stats +2 Cun +3 Wil
offense ------
Mindpower +2 (+0 eff.)
Damage +5% fire
defense ------
Armor +2
Resistance +10% fire
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Flamespit:
Effective talent level: 3.0
Power cost 5 out of 24/24.
Range 10
Travel.spd instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 53.69 fire damage.
The damage will increase with your Mindpower.
These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.
This item has been sent to the Item's Vault.

Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance
T3 dagger 1H weapon
[Unique]
Master
Weapon Damage 25.0 - 32.5 Physical
Uses 50% Cun, 50% Dex
Mastery Dagger Mastery
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +15.0%
Attack Speed 111%
On Critical:
* Breaks enemy weapon.
While equipped:
Stats +8 Cun +8 Dex
defense ------
Hardiness +20%
Defense +15 (+4 eff.)
Physical save +15 (+1 eff.)
Disarm Resist +50%
other -------
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.

Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance
T2 dagger 1H weapon
[Unique]
Arcane
Weapon Damage 25.0 - 32.5 Physical
Uses 50% Dex, 15% Mag, 50% Str
Mastery Dagger Mastery
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +10
Critical Rate +9.0%
Attack Speed 100%
Damage Conversion 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
offense ------
Damage +5% darkness
Ignore resists +10% darkness
defense ------
Resistance +10% darkness
Stealth +10
Invoke Darkness:
Effective talent level: 3.0
Power cost 12 out of 20/20.
Range 10
Cooldown: 3
Travel.spd 2000% of base
Is: necromancy and a spell
Description: Conjures up a beam of darkness, doing 116.48 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.
