
Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires:
- Magic 38
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Power: 176% Range: 1.2x
Uses stat: 140% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% proc dam (max 200%)
Armour Penetration: +10
Attack speed: 100%
Damage (Melee): +10 % chance of confusion
When wielded/worn:
Accuracy: +7 (+2 eff.)
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12 (+4 eff.)
Spell crit. chance: +18%
It can be used to activate talent Channel Staff (costing 9 power out of 20/20) :
Effective talent level: 2.0
Power cost: 9 out of 20/20.
Range: 8
Travel Speed: 2000% of base
Is: a spell
Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.
A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.
This item has been sent to the Item's Vault.

BetiressraRequires:
- Dexterity 48
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +10
When wielded/worn:
Defense: +15 (+7 eff.)
Changes stats: +9 Dex
Changes resistances: +6% blight / +6% darkness
Physical save: +15 (+3 eff.)
See invisible: +9
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.

Blastsweep (182% power, 4 apr)Requires:
- Strength 48
Infused by nature
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Power: 183% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
Damage (Melee): +20 nature
Damage (radius 2) on crit: +20 lightning
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce all saves and defense by 23
Changes stats: +2 Wil
Changes resistances: +12% mind
Changes damage: +6% lightning
See invisible: +9
Massive two-handed mauls.
This item has been sent to the Item's Vault.

NightsongRequires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+3 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +10% darkness
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+5 eff.)
Maximum stamina: +25.00
It can be used to activate talent Shadowstep (costing 50 power out of 50/50) :
Effective talent level: 2.0
Power cost: 50 out of 50/50.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.

Gloryna the Blazethorn (30 def, 16 armour)Requires:
- Strength 20
Powered by arcane forces
Crafted by a master
Infused by psionic forces
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +16
Defense: +30 (+14 eff.)
Fatigue: +8%
Damage (Melee): 17 acid / 11 fire
Damage when hit (Melee): 13 acid / 13 fire
Changes stats: +11 Cun / +2 Con
Changes resistances: +42% acid / +32% fire
Mental save: +25 (+9 eff.)
Light radius: +1
See invisible: +6
A suit of armour made of leather.
This item has been sent to the Item's Vault.

Pyrejam the drakeskin leather gloves (0 def, 3 armour)Requires:
- Level 25
Infused by arcane disrupting forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Physical power: +16 (+4 eff.)
Armour: +3
Effects when hit in melee:
* 31 arcane resource burn
Damage when hit (Melee): 2 fire
Changes stats: +5 Str / +3 Con
Changes resistances: +12% mind / +6% fire
Changes resistances penetration: +5% mind
Changes damage: +3% fire
Physical save: +29 (+7 eff.)
Spell save: +22 (+8 eff.)
Mental save: +6 (+2 eff.)
Disarm immunity: +43%
When used to modify unarmed attacks:
Power: 140% Range: 1.1x
Uses stats: 40% Dex, 40% Str, 40% Cun
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Juggernaut (10% chance level 1).
On weapon hit:
* 27 arcane resource burn
Damage (Melee): +18 physical
Activating this item is instant.
It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns.
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
This item has been sent to the Item's Vault.

Eclipsegrinder the voratun dagger (148% power, 9 apr)Requires:
- Dexterity 48
Infused by arcane disrupting forces
1.00 Encumbrance.
Type: weapon / dagger ; tier 5
Power: 148% Range: 1.3x
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +10.0%
Attack speed: 100%
On weapon crit:
* Deals 55 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity)
When wielded/worn:
Changes stats: +4 Str / +3 Cun / +5 Con
Changes resistances: +9% darkness
Changes damage: +3% darkness
Sharp, short and deadly.
This item has been sent to the Item's Vault.

Acera (140% power, 4 apr)Requires:
- Strength 40
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
Power: 141% Range: 1.4x
Uses stat: 100% Str
Damage type: Acid
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
Damage (radius 2) on crit: +40 corrosive acid
When wielded/worn:
Physical crit. chance: +10.0%
Changes resistances: +15% acid
Changes resistances penetration: +20% acid
Changes damage: +20% acid
Spell crit. chance: +10%
It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 37 acid damage in a 4 radius ball. This damage will increase by 26% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower.
This warped, blackened sword drips acid from its countless pores.
This item has been sent to the Item's Vault.

Great Caller (100% power, 18 apr, nature damage)Requires:
- Willpower 34
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 3
Power: 100% Range: 1.1x
Uses stats: 30% Wil, 50% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy bonus: +0.3% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +3 Wil
Changes damage: +8% fire / +8% physical / +8% cold
Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced)
Mindpower: +12 (+6 eff.)
Mental crit. chance: +6%
Heals friendly targets nearby when you use a nature summon: +30
Max wilder summons: +2
Gives a 30% chance that your nature summons appear as wild summons.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.

Robe of Force (12 def, 8 armour)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Armour: +8
Defense: +12 (+6 eff.)
Changes stats: +3 Cun / +4 Wil
Changes resistances: +15% acid / +12% physical / +9% all
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +5% mind / +5% physical
Physical save: +10 (+3 eff.)
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
It can be used to send out a range 5 beam of kinetic energy, dealing 26.58 to 33.23 physical damage (based on Willpower and Cunning) with knockback
Activation costs 10 power out of 10/10.
This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.
This item has been sent to the Item's Vault.

Elemental FuryRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold
Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold
All your damage is converted and split into arcane, fire, cold and lightning.
This ring shines with many colors.
This item has been sent to the Item's Vault.

Nydelin the Duathelparry (22/22, 171% power, 14 apr)Requires:
- Dexterity 35
Infused by arcane disrupting forces
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 4
Power: 172% Range: 1.4x
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +14
Crit. chance: +16.5%
Capacity: 22
On weapon hit:
* 20% chance to reduce damage dealt by 18%
* 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity)
* Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50%
On weapon crit:
* Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +8 darkness
Damage (radius 1) on hit: +4 darkness
Damage (radius 2) on crit: +20 darkness
Damage against: +18% Unnatural
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.
