
Olekalthohad the Venombraze (74.5-111.75 power, 3 apr)Requires:
- Strength 35
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 74.5 - 111.8
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +3
Crit. chance: +2.5%
Attack speed: 100%
Burst (radius 1) on hit: +16 nature
When wielded/worn:
Damage when hit (Melee): 12 nature
Changes resistances penetration: +15% acid
Changes damage: +9% acid / +6% nature
Massive two-handed mauls.
This item has been sent to the Item's Vault.

Cloth of Dreams (10 def, 0 armour)Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 4
When wielded/worn:
Defense: +10 (+3 eff.)
Changes stats: +6 Cun / +5 Wil
Changes resistances: +15% mind
Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber
Physical save: +10 (+3 eff.)
Spell save: +10 (+5 eff.)
Mental save: +10 (+5 eff.)
Mindpower: +6 (+3 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Slumber (costing 10 power out of 25/25) :
Effective talent level: 3.0
Power cost: 10 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 29 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower.
Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.
This item has been sent to the Item's Vault.

Serpentine Cloak (10 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +10 (+3 eff.)
Changes stats: +6 Cun / +5 Con
Changes resistances penetration: +15% nature
Talent mastery: +0.10 Cunning / Stealth
It can be used to activate talent Phase Door (costing 30 power out of 60/60) :
Effective talent level: 2.0
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a small range of up to 6 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 4).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower.
Cunning and malice seem to emanate from this cloak.
This item has been sent to the Item's Vault.

Life Drinker (42-54.6 power, 11 apr)Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 35% Cun, 55% Mag
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+4 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: 600% of base
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 3.24 acid and 3.24 blight damage.
If not cleared after five turns it will inflict 18.38 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.

Zubawyn the dwarven-steel greatsword (51-81.6 power, 2 apr)Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 51.0 - 81.6
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%
On weapon crit:
* Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50%
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Physical crit. chance: +28.0%
Physical power: +13 (+3 eff.)
Changes stats: +1 Mag
Spell save: +3 (+1 eff.)
Mana each turn: +0.20
Vim when firing critical spell: +2.00
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Massive two-handed swords.
This item has been sent to the Item's Vault.

Icy Kill (35-45.5 power, 10 apr)Requires:
- Dexterity 42
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 4
Base power: 35.0 - 45.5
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +15.0%
Attack speed: 100%
On weapon crit:
* freezes the target
On weapon kill:
* explodes a frozen creature (damage scales with willpower)
Damage (Melee): +30 cold
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Changes damage: +25% cold
Hate per kill: +4.00
Ice block penetration: +50%
As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer.
One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away.
Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.
This item has been sent to the Item's Vault.

Jaw of RogrothRequires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 3
When wielded/worn:
Vim per kill: +4.00
Maximum souls: +3.00
Spellpower: +5 (+5 eff.)
Spell crit. chance: +5%
It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium)
Activation costs 24 power out of 24/24.
Rogroth's mouth happened to be about the same size as your waist. Interesting.
This item has been sent to the Item's Vault.

nimble drakeskin leather armour of Toknor (35 def, 8 armour)Requires:
- Strength 20
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Physical crit. chance: +4.0%
Physical power: +8 (+2 eff.)
Armour: +8
Defense: +35 (+13 eff.)
Fatigue: +8%
Changes stats: +4 Dex
Critical mult.: +15.00%
Movement speed: +20%
A suit of armour made of leather.
This item has been sent to the Item's Vault.

The Black Crown (0 def, 15 armour)Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +15
Fatigue: +5%
Changes stats: +10 Wil / +10 Con
Changes resistances: +20% darkness / +20% blight
Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds
Shadow Power: +5
Increases all saves by your Shadow Power.
"For the demon who has everything."
This item has been sent to the Item's Vault.

Borfast's Cage (10 def, 20 armour)Requires:
- Massive armour training
- Strength 35
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 3
When wielded/worn:
Armour: +20
Defense: +10 (+5 eff.)
Fatigue: +24%
Changes stats: +5 Con
Changes resistances: -15% acid / +15% physical
Reduces opponents crit chance: 20%
Physical save: +15 (+8 eff.)
Knockback immunity: +30%
Life regen: +2.00
Maximum life: +50.00
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.

Firewalker (15 def, 2 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +2
Defense: +15 (+11 eff.)
Damage when hit (Melee): 18 fire
Changes stats: +6 Cun / +10 Mag
Changes resistances: +50% fire / -10% cold / +11% all
Changes resistances penetration: +20% fire
Changes damage: +20% fire
Spellpower: +12 (+3 eff.)
Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn.
This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot.
This item has been sent to the Item's Vault.

Eclipse (18-22 power, 4 apr, darkness element)Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 18.0 - 21.6
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+4 eff.)
Spell crit. chance: +8%
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.

Penitence (15-18 power, 4 apr, nature element)Requires:
- Magic 24
Powered by arcane forces
Infused by nature
5.00 Encumbrance.
[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: Nature
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes resistances: +30% blight / +30% nature
Damage affinity(heal): +20% nature
Talent granted: +1 Command Staff
Spell save: +15 (+8 eff.)
Spellpower: +15 (+5 eff.)
Spell crit. chance: +10%
It can be used to cure up to 5 diseases or poisons (based on Magic)
Activation costs 10 power out of 60/60.
A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect.
This item has been sent to the Item's Vault.
