

Requires:
- Strength 16
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 19.5 - 29.3
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +2
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 12% chance to disease
On weapon crit:
* splashes the target with acid
* cripple the target
Damage Shield penetration (this weapon only): +10%
Damage (Melee): +14 blight / +10 acid
When wielded/worn:
Physical crit. chance: +7.0%
Changes stats: +3 Mag
Vim when firing critical spell: +3.00
Spellpower on spell critical (stacks up to 3 times): +2
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Requires:
- Magic 16
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random 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: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
Damage (Melee): +4 acid
When wielded/worn:
Physical crit. chance: +5.0%
Changes resistances: +3% lightning / +8% darkness
Changes resistances penetration: +10% acid
Changes damage: +15% darkness / +9% lightning
Talent granted: +1 Command Staff
Critical mult.: +12.00%
Spellpower: +6 (+3 eff.)
Spell crit. chance: +8%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 16
Infused by nature
Infused by arcane disrupting forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 2
Base power: 20.5 - 28.7
Uses stats: 50% Mag, 70% Dex
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +10.5%
Capacity: 18
On weapon hit:
* 32% chance to slow global speed by 49%
* 20% chance to create vines that bind the target to the ground dealing 176 nature damage and pinning them for 3 turns
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Travel speed: +100%
Damage (radius 1) on hit: +4 nature / +4 physical
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 45% Dex, 55% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
On weapon hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of darkness, doing 114.42 darkness damage.
At level 3, it will create a beam of shadows.
At level 5, none of your Nightfall spells will hurt your minions.
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.


Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +5%
Changes stats: +10 Str / +10 Dex / +8 Wil
Changes resistances: +3% acid / +9% light / +11% blight / +6% fire / +3% lightning / +25% darkness
Changes resistances penetration: +20% mind
Mental save: +12 (+4 eff.)
Infravision radius: +8
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 4
It is part of a set of items.
It desires to be surrounded by undeath.
When wielded/worn:
Changes resistances: +10% darkness / +10% cold
Changes damage: +10% darkness / +10% cold
Spell save: +8 (+3 eff.)
Poison immunity: +25%
Cut immunity: +25%
Maximum souls: +3.00
Spellpower: +8 (+4 eff.)
This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed.
Perhaps it feels all the death you will bring to others in the near future.
This item has been sent to the Item's Vault.


Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
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 (+6 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: instantaneous
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 2.73 acid and 2.73 blight damage.
If not cleared after five turns it will inflict 15.51 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 43% chance for the larvae to hatch.
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.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
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.
Power: 121% Range: 1.2x
Uses stat: 150% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+4 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Power: 174% Range: 1.6x
Uses stat: 120% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +4
Crit. chance: +5.0%
Attack speed: 100%
Damage (radius 2) on crit: +37 lightning / +38 cold
When wielded/worn:
Accuracy: +14 (+4 eff.)
Armour penetration: +13
Physical crit. chance: +15.0%
Defense: +13 (+3 eff.)
Changes resistances: +3% nature
Changes resistances penetration: +19% lightning / +20% cold
Changes damage: +15% physical
Critical mult.: +34.00%
Disease immunity: +20%
Disarm immunity: +50%
Movement speed: +53%
Massive two-handed swords.
This item has been sent to the Item's Vault.