

Requires:
- Dexterity 16
- Talent Shoot
Powered by arcane forces
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
Damage (Ranged): +9 acid
When wielded/worn:
Accuracy: +11 (+5 eff.)
Armour penetration: +8
Physical power: +5 (+5 eff.)
Ammo reloads per turn: +2
Changes resistances penetration: +9% physical / +8% temporal / +8% all
Changes damage: +14% acid / +14% physical / +12% temporal
Talent cooldown: Arrow Stitching (-1 turn)
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Strength 12
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 1
It must be held with both hands.
Power: 125% Range: 1.4x
Uses stat: 120% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +8
Crit. chance: +5.0%
Attack speed: 100%
Damage (Melee): +15 cold
When wielded/worn:
Accuracy: +10 (+5 eff.)
Changes resistances: +10% cold
Changes damage: +10% cold
Spellpower: +10 (+3 eff.)
Movement speed: +10%
Talent on hit(spell): Glacial Vapour (20% chance level 1).
It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) :
Effective talent level: 1.3
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 14.02 cold damage and 12.19 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 4 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.
This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river.
This item has been sent to the Item's Vault.


cruel elm magestaff of breaching (100% power, 2 apr, lightning element)
Requires:
- Magic 11
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 1
It must be held with both hands.
Power: 100% Range: 1.2x
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes resistances penetration: +5% lightning
Changes damage: +10% lightning
Talent granted: +1 Command Staff
Critical mult.: +10.00%
Spellpower: +3 (+3 eff.)
Spell crit. chance: +6%
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
Powered by arcane forces
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 2
Power: 115% Range: 1.4x
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +1.5%
Capacity: 23
On weapon hit:
* 20% chance to knock the target back 3 spaces and deal 137 physical damage
On weapon crit:
* Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2
Travel speed: +200%
Damage (Ranged): +11 light / +8 physical
Damage against: +17% Undead
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: lite / lite ; tier 1
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 15%
Damage when hit (Melee): 11 fire
Changes resistances: +6% fire
Changes damage: +3% nature / +3% cold
Light radius: +3
A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+5 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turn
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
This item has been sent to the Item's Vault.


Requires:
- Magic 16
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 2
It must be held with both hands.
Power: 111% Range: 1.2x
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Defense: +5 (+5 eff.)
Effects on melee hit:
* 10% chance to slow global speed by 49%
Damage when hit (Melee): 2 nature
Changes resistances penetration: +5% light
Changes damage: +3% lightning / +15% physical
Talent granted: +1 Command Staff
Spellpower: +6 (+6 eff.)
Spell crit. chance: +2%
Light radius: +3
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 2.0
Power cost: 6 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 24.23 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
Type: armor / belt ; tier 1
When wielded/worn:
Fatigue: -4%
Effects on melee hit:
* 20% chance to reduce damage dealt by 19%
Damage when hit (Melee): 2 lightning
Changes resistances: +6% lightning
Changes resistances penetration: +15% darkness
Maximum encumbrance: +23
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by nature
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +8
Defense: +5 (+5 eff.)
Fatigue: +3%
Changes stats: +2 Dex
Changes resistances: +15% physical
It can be used to activate talent Bone Grab (costing 20 power out of 30/30) :
Effective talent level: 2.0
Power cost: 20 out of 30/30.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns.
The bone will also deal 7.87 physical damage.
The damage will increase with your Spellpower.
A gross mass of spinal matter hastily assembled into armour.
This item has been sent to the Item's Vault.


pouch of steel shots 'Duvidegund' (20/20, 122% power, 2 apr)
Requires:
- Dexterity 16
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 2
Power: 122% Range: 1.2x
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +12.5%
Capacity: 20
On weapon hit:
* 6% chance to gain 10% of a turn (3/turn limit)
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Travel speed: +200%
Damage (Ranged): +5 temporal
Damage (radius 1) on hit: +5 fire
When wielded/worn:
Ammo reloads per turn: +3
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Cunning 10
- Dexterity 10
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Power: 129% Range: 1.3x
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+4 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+7 eff.)
Disarm immunity: +50%
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.


Tirakai's Maul (139% power, 6 apr)
Requires:
- Level 15
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Power: 139% Range: 1.3x
Uses stats: 10% Mag, 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +8.0%
Attack speed: 100%
When wielded/worn:
No gem
It can be used to imbue the hammer with a gem of your choice
Activation costs 10 power out of 10/10.
This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.
This item has been sent to the Item's Vault.