
Fanged CollarRequires:
- Level 15
Powered by unknown forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +10 Cun / -5 Wil
Changes resistances: +15% blight / +15% darkness / +15% acid
Physical save: +15 (+4 eff.)
Spell save: +15 (+5 eff.)
Mental save: -7 (-4 eff.)
Maximum life: +20.00
Try to not die...
This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.
This item has been sent to the Item's Vault.

Fearfire Mantle (14 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +14 (+5 eff.)
Damage when hit (Melee): 30 fire
Changes resistances: +10% fire / +10% darkness / +10% cold
Talent mastery: +0.20 Corruption / Fearfire
All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt.
Black fires born of a blackened heart.
This item has been sent to the Item's Vault.

Sludgegrip (0 def, 0 armour)Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Changes stats: +4 Cun / +4 Wil
Changes resistances: +10% nature
Changes damage: +5% nature
Talent mastery: +0.20 Wild-gift / Slime
Poison immunity: +20%
Mindpower: +2 (+1 eff.)
These gloves are coated with a thick, green liquid.
This item has been sent to the Item's Vault.

Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
Nature requires balance in these matters.
Base power: 8.0 - 8.8
Uses stats: 35% Wil, 15% Cun
Damage type: Cold
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour: +10
Changes resistances: -10% fire
Changes resistances penetration: +10% cold
Changes damage: +10% cold
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
Talent on hit(mindpower): Winter's Fury (10% chance level 2).
This mindstar glows with a dim cool light, but seems somehow incomplete.
This item has been sent to the Item's Vault.

Crystal Shard (16-19.2 power, 4 apr, physical element)Requires:
- Magic 20
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 16.0 - 19.2
Uses stat: 130% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
Damage conversion: 50% blight
When wielded/worn:
Changes resistances: +10% arcane / +10% blight
Changes damage: +18% arcane / +18% blight
Damage affinity(heal): +20% arcane
Spellpower: +14 (+5 eff.)
Spell crit. chance: +4%
It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45.
This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.
This item has been sent to the Item's Vault.

Blood-Edge (46-64.4 power, 7 apr)Requires:
- Magic 20
- Strength 32
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 46.0 - 64.4
Uses stats: 10% Mag, 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 15% chance to animate a bleeding foe's blood
Lifesteal (this weapon only): +5%
Damage conversion: 50% blight
When wielded/worn:
Changes damage: +15% blight / +15% physical
Grants telepathy: Undead/Blood
Maximum vim: +25.00
Spellpower: +21 (+5 eff.)
Spell crit. chance: +8%
It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) :
Effective talent level: 4.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 163% weapon damage.
If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%.
This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one.
Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.
This item has been sent to the Item's Vault.

The Black Spike (48-67.2 power, 20 apr)Requires:
- Strength 40
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 48.0 - 67.2
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
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: +0% all
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.

The Black Spike (48-67.2 power, 20 apr)Requires:
- Strength 40
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 48.0 - 67.2
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
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: +0% all
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.

The Black Wall (12 def, 9 armour, 200 block)Requires:
- Strength 28
- Talent Heavy Armour Training (level 2)
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When wielded/worn:
Armour: +9
Defense: +12 (+4 eff.)
Ranged Defense: +15 (+5 eff.)
Fatigue: +28%
Damage when hit (Melee): 10 darkness
Changes resistances: +0% all
Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield
Talent granted: +5 Block
Shadow Power: +5
Increases all resists by 0.4% for each point of your Shadow Power.
"With this, no one will ever harm you again."
This item has been sent to the Item's Vault.

pair of voratun boots 'Lightrot' (0 def, 5 armour)Requires:
- Talent Heavy Armour Training
Crafted by a master
3.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +4%
Effects on melee hit:
* 31% chance to daze at end of turn
Changes resistances: +15% mind / +6% light
Changes resistances penetration: +15% mind
Changes damage: +24% light / +18% mind
Stamina each turn: +1.20
Maximum stamina: +40.00
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.
