
Frozen Shards (11/25, 32-38 power, 15 apr)3.0 Encumbrance
T4 shot ammo
[Unique]
Arcane
Weapon Damage 32.0 - 38.4 Ice
Uses 40% Wil, 70% Dex, 50% Cun
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +15
Critical Rate +10.0%
Capacity 25
On Hit:
* bursts into an icy cloud
In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone.
This item has been sent to the Item's Vault.

Spellblaze Echoes0.1 Encumbrance
T4 amulet jewelry
[Unique]
Arcane
While equipped:
offense ------
Spell Crit +6%
Spellpower +8 (+1 eff.)
Spellpower/crit +15
defense ------
Armor +6
Defense +6 (+3 eff.)
Unleash a destructive wail, destroying terrain and dealing 320.78 physical damage (based on Magic) in a radius of 3.
Uses 60 power out of 60/60
This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze
This item has been sent to the Item's Vault.

Rod of Spydric Poison (1/1)2.0 Encumbrance
rod charm
[Unique]
Nature
Shoot a bolt of spydric poison out to range 8, dealing 427.65 nature damage (based on Magic) over 6 turns while rendering the target unable to move.
Uses 25 power out of 25/25
This rod carved out of a giant spider fang continuously drips venom.
This item has been sent to the Item's Vault.

Turbocutter (30-45 power, 23 apr)3.0 Encumbrance
T3 steamsaw 1H weapon
Reqs Steam Pool
[Unique]
Steamtech
Weapon Damage 30.0 - 45.0 Phys.bleed
Uses 40% Wil, 100% Str
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +23
Critical Rate +4.0%
Attack Speed 100%
Block +50
Uses 1.0 Steam
While equipped:
defense ------
Armor +5
Defense +16 (+8 eff.)
Fatigue +8%
other -------
Talents +2 Block
Masteries
+0.20 Steamtech/Battlefield management
+0.20 Steamtech/Sawmaiming
Increases the speed bonus from Saw Wheels by 25%.
"Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..."
This item has been sent to the Item's Vault.

The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance
T5 battleaxe 2H weapon
[Unique]
Nature/Disrupt
Weapon Damage 72.0 - 108.0 Physical
Uses 40% Wil, 120% Str
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +4
Critical Rate +8.0%
Attack Speed 100%
On-hit +50 acid +50 nature slow
On Critical:
* deal manaburn damage equal to your mindpower in a radius 3 cone
While equipped:
other -------
Cooldown Mana Clash -2
Ice Claw -1
Swallow -2
This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.
This item has been sent to the Item's Vault.

Glacia4.0 Encumbrance
T4 steamgun 1H weapon
Reqs Shoot
Steam Pool
[Unique]
Arcane/Steamtech
Weapon Damage 0.0 - 0.0 Physical
Uses 40% Wil
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +7
Attack Speed 100%
Damage Multiplier 130%
Range +7
Projectile Speed +1000%
On Hit:
* deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance).
Uses 2.0 Steam
While equipped:
defense ------
Pierce Iceblocks +20%
Strange coils encircle this extremely cold gun.
This item has been sent to the Item's Vault.

Cuirass of the Dark Lord (0 def, 30 armour)17.0 Encumbrance
T5 massive armor
[Unique]
Arcane
While equipped:
Stats +10 Str +10 Con
offense ------
Physical Power +10 (+2 eff.)
When Hit 30 physical
defense ------
Armor +30
Fatigue +25%
Resistance +20% physical
Physical save +15 (+3 eff.)
Blood Charges: 0
Drain blood from all creatures within range 5, causing them to bleed for 220.60 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed.
Uses 25 power out of 25/25
Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again.
This item has been sent to the Item's Vault.

Dúathedlen Heart1.0 Encumbrance
T4 lite
[Unique]
Arcane
While equipped:
Stats +5 Mag
offense ------
Physical Power +7 (+1 eff.)
On-Hit 20 darkness
defense ------
Resistance +30% light
Max Resistance +10% light
other -------
Light -1000
Infravision +7
Masteries
+0.20 Cunning/Stealth
+0.20 Cursed/Darkness
On Spell Hit: 15% Invoke Darkness level 4
The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger.
This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.
This item has been sent to the Item's Vault.

Stimulus2.0 Encumbrance
T4 injector tool
[Unique]
Steamtech
While equipped:
Stats +5 Cun
defense ------
Defense +12 (+6 eff.)
Physical save +15 (+3 eff.)
Spell save +15 (+4 eff.)
Mind save +15 (+5 eff.)
Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack.
Uses 4 power out of 20/20
Activation is instant.
This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.'
This item has been sent to the Item's Vault.

Shantiz the Stormblade (15-19 power, 20 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 30
[Unique]
Nature
Weapon Damage 15.0 - 19.5 Physical
Uses 100% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +10.0%
Attack Speed 100%
On Hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
While equipped:
Stats +20 Dex
defense ------
Slow Projectiles +40%
Instant Weapon Swap
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.

Sword of Potential Futures (28-39 power, 10 apr)3.0 Encumbrance
T3 longsword 1H weapon
Reqs Dex 24
[Unique]
Arcane
In the past there was a dagger with it.
Weapon Damage 28.0 - 39.2 Physical
Uses 20% Mag, 80% Str
Mastery Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +10
Critical Rate +8.0%
Attack Speed 111%
On-hit +5 temporal
Damage Conversion 30% temporal
While equipped:
offense ------
Spell Crit +5%
Spellpower +5 (+2 eff.)
Damage +5% temporal
defense ------
Out-of-Phase Defense +10
Out-of-Phase Resistance +5%
Out-of-Phase Resilience +15%
other -------
Masteries
+0.10 Chronomancy/Blade Threading
+0.10 Chronomancy/Temporal Guardian
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.
This item has been sent to the Item's Vault.

Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 Encumbrance
T5 shield armor
[Unique]
Arcane
Glows brightly in the light of dawn.
When used to Attack:
Weapon Damage 50.0 - 60.0 Light
Uses 100% Str
Accuracy Bonus +2.0% proc damage (max 200%)
Critical Rate +4.5%
Block +280
While equipped:
defense ------
Armor +20
Defense +16 (+8 eff.)
Ranged Defense +17 (+8 eff.)
Fatigue +14%
Resistance +30% blight +30% darkness
Spell save +19 (+5 eff.)
other -------
Light +2
Talents +1 Block
When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future.
This item has been sent to the Item's Vault.

Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance
T5 longsword 1H weapon
[Unique]
Arcane
If the sun doesn't set, dawn's power lasts forever.
Weapon Damage 50.0 - 70.0 Light
Uses 25% Mag, 80% Str
Mastery Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Ignore Armor +7
Critical Rate +5.0%
Attack Speed 100%
On-hit +0 light +0 fire
Damage Against +25% Undead +25% Demon
While equipped:
offense ------
Spell Crit +4%
Spellpower +10 (+3 eff.)
Damage +20% light +0% fire
Ignore resists +25% light
other -------
Light +2
Cooldown Healing Light -3
Bathe in Light -5
Providence -10
Barrier -5
Masteries
+0.20 Celestial/Sun
+0.20 Celestial/Combat
+0.20 Celestial/Light
Invoke dawn, inflicting 213.93 light damage in radius 5 (based on Magic) and lighting the area within radius 10.
Uses 35 power out of 35/35
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.

Seeds of the Black Tree (17-18 power, 27 apr, darkness damage)3.0 Encumbrance
T4 mindstar 1H weapon
Reqs Wil 28
[Unique]
Nature/Psionic/Unknown
Weapon Damage 17.0 - 18.7 Darkness
Uses 40% Wil, 30% Mag
Mastery Psiblades
Accuracy Bonus +0.2% critical chance (max 25%)
Accuracy Stat Wil
Ignore Armor +27
Critical Rate +5.0%
Attack Speed 100%
On Hit:
* 15% chance to cast Tendrils Eruption level 3 on your target
While equipped:
Stats +6 Wil +6 Mag
offense ------
Spell Crit +12%
Mind Crit +12%
Spellpower +12 (+4 eff.)
Mindpower +12 (+6 eff.)
Damage +10% blight +10% mind
+10% darkness
This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.
This item has been sent to the Item's Vault.

Bolbum's Big Knocker (64-76 power, 10 apr, physical element)5.0 Encumbrance
T3 staff 2H weapon
[Unique]
Arcane
Weapon Damage 64.0 - 76.8 Physical
Uses 140% Mag
Mastery Staff Mastery
Accuracy Bonus +2.0% proc damage (max 200%)
Ignore Armor +10
Attack Speed 100%
On-hit +10% confusion
While equipped:
offense ------
Spell Crit +18%
Spellpower +12 (+4 eff.)
Damage +20% physical
Accuracy +7 (+2 eff.)
other -------
Masteries
+0.20 Spell/Staff combat
Channel Staff:
Effective talent level: 2.0
Power cost 9 out of 20/20.
Range 8
Travel.spd 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.

Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 Encumbrance
T5 staff 2H weapon
[Unique]
Unknown
Weapon Damage 30.0 - 36.0 Physical
Uses 80% Mag
Mastery Staff Mastery
Accuracy Bonus +2.0% proc damage (max 200%)
Ignore Armor +4
Attack Speed 100%
While equipped:
Stats +7 Wil +8 Mag
offense ------
Spell Crit +15%
Spellpower +40 (+13 eff.)
Damage +40% temporal
Ignore resists +30% temporal
defense ------
Anomaly Control +25
Teleport Resist +100%
other -------
Cooldown Attenuate -1
Stop -2
Time Shield -3
Temporal Shield -3
Masteries
+0.10 Chronomancy/Stasis
+0.10 Chronomancy/Flux
+0.10 Spell/Temporal
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.

Dedication (31-43 power, 6 apr)3.0 Encumbrance
T3 mace 1H weapon
[Unique]
Disrupt
It is said perseverance comes hand in hand with dedication.
Weapon Damage 31.0 - 43.4 Physical
Uses 20% Cun, 90% Str
Mastery Weapons Mastery
Accuracy Bonus +0.2% base damage (max 20%)
Ignore Armor +6
Critical Rate +20.0%
Attack Speed 100%
On-crit, radius 2 +50 manaburn arcane
While equipped:
defense ------
Resistance +15% arcane +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.

The Face of Fear (8 def, 0 armour)2.0 Encumbrance
T3 head armor
[Unique]
Unknown
While equipped:
Stats +6 Cun +8 Wil
offense ------
Mindpower +16 (+8 eff.)
defense ------
Defense +8 (+4 eff.)
Fear Resist +60%
other -------
Masteries
+0.20 Cursed/Fears
Instill Fear:
Effective talent level: 2.0
Power cost 18 out of 45/45.
Range 8
Cooldown: 8
Travel.spd instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 9.50 mind and 10.07 darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.
Possible fears are:
Paranoid: Gives the target an 11% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
Despair: Reduces mind resist, mindsave, armour and defence by 10.
Terrified: Deals 2.00 mind and 2.12 darkness damage per turn and increases cooldowns by 19%.
Haunted: Causes the target to suffer 3.75 mind and 3.97 darkness damage for each detrimental mental effect every turn.
This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.
This item has been sent to the Item's Vault.

Cinderfeet (3 def, 5 armour)2.0 Encumbrance
T4 feet armor
[Unique]
Arcane
While equipped:
Stats +4 Cun +4 Mag
offense ------
Damage +18% fire
defense ------
Armor +5
Defense +3 (+2 eff.)
Fatigue +6%
Resistance +20% cold
other -------
Light +2
Each step you take leaves a burning trail behind you lasting 5 turns that deals 47 fire damage (based on Spellpower) to foes who enter it.
A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.
This item has been sent to the Item's Vault.

Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance
T2 head armor
[Unique]
Nature
Another of Garkul's heirlooms would bring out his spirit.
While equipped:
Stats +5 Str +4 Wil +5 Con
offense ------
Damage +10% physical
defense ------
Armor +6
Fatigue +8%
Physical save +12 (+4 eff.)
Spell save +12 (+3 eff.)
Mind save +12 (+4 eff.)
other -------
Masteries
+0.20 Technique/Thuggery
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.

Shantiz the Stormblade (15-19 power, 20 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Dex 30
[Unique]
Nature
Weapon Damage 15.0 - 19.5 Physical
Uses 100% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +10.0%
Attack Speed 100%
On Hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
While equipped:
Stats +20 Dex
defense ------
Slow Projectiles +40%
Instant Weapon Swap
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.

Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance
T3 dagger 1H weapon
Reqs Mag 24,Dex 24
[Unique]
Arcane
Potentially it would go with a sword in the future.
Weapon Damage 25.0 - 32.5 Physical
Uses 50% Mag, 50% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +20
Critical Rate +20.0%
Attack Speed 111%
On-hit +5 temporal
Damage Conversion 30% temporal
While equipped:
offense ------
Move Speed +20%
Damage +5% temporal
defense ------
Defense +10 (+5 eff.)
Spell save +10 (+3 eff.)
Out-of-Phase Defense +10
Out-of-Phase Resistance +5%
Out-of-Phase Resilience +15%
other -------
Masteries
+0.10 Chronomancy/Blade Threading
+0.10 Chronomancy/Temporal Guardian
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.

Firewalker (15 def, 2 armour)2.0 Encumbrance
T3 cloth armor
[Unique]
Arcane
While equipped:
Stats +6 Cun +10 Mag
offense ------
Spellpower +12 (+6 eff.)
Damage +20% fire
Ignore resists +20% fire
When Hit 18 fire
defense ------
Armor +2
Defense +15 (+7 eff.)
Resistance +50% fire -10% cold +11% all
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.

Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance
T3 cloak armor
[Unique]
Arcane
While equipped:
offense ------
When Hit 30 fire
defense ------
Defense +14 (+6 eff.)
Resistance +10% fire +10% darkness +10% cold
other -------
Masteries
+0.20 Corruption/Fearfire
All enemies in radius 2 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.

Ethereal Embrace (10 def, 0 armour)2.0 Encumbrance
T4 cloak armor
[Unique]
Arcane
While equipped:
Stats +8 Mag
offense ------
Spell Crit +6%
Spellpower/crit +5
Damage +15% arcane +15% darkness
defense ------
Defense +10 (+5 eff.)
Resistance +12% arcane +12% darkness
Shield Duration +1
Shield Power +15%
other -------
Masteries
+0.10 Spell/Aether
+0.20 Spell/Arcane
+0.20 Spell/Nightfall
Damage shields have +1 duration and +15% power
Aether Breach:
Effective talent level: 2.0
Power cost 28 out of 28/28.
Range 7
Cooldown: 8
Travel.spd instantaneous
Is: a spell and usable during Aether Avatar
Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area.
Each explosion does 48.73 arcane damage in radius 2, and will each trigger at one turn intervals.
Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted.
The damage will increase with your Spellpower.
This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether.
This item has been sent to the Item's Vault.

The Black Boots (2 def, 1 armour)2.0 Encumbrance
T2 feet armor
[Unique]
Arcane
While equipped:
Stats +4 Cun
defense ------
Armor +1
Defense +2 (+1 eff.)
Fatigue +2%
Stealth +10
other -------
Shadow Power +5
Grants 2.5% movement speed for each point of Shadow Power.
"It's a treacherous road to the top of the world."
This item has been sent to the Item's Vault.

Aetherwalk (6 def, 0 armour)2.0 Encumbrance
T4 feet armor
[Unique]
Arcane
While equipped:
Stats +8 Cun +8 Mag
offense ------
Spellpower +15 (+8 eff.)
Damage +25% arcane
defense ------
Defense +6 (+3 eff.)
Fatigue +1%
Resistance +25% arcane
Out-of-Phase Defense +20
Out-of-Phase Resistance +20%
Out-of-Phase Resilience +20%
Creates an arcane explosion dealing 97 arcane damage based on magic in a radius of 3 around the user after any teleport.
Phase door up to range 6, within radius 2 of the target location.
Uses 24 power out of 24/24
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.

Cinderfeet (3 def, 5 armour)2.0 Encumbrance
T4 feet armor
[Unique]
Arcane
While equipped:
Stats +4 Cun +4 Mag
offense ------
Damage +18% fire
defense ------
Armor +5
Defense +3 (+1 eff.)
Fatigue +6%
Resistance +20% cold
other -------
Light +2
Each step you take leaves a burning trail behind you lasting 5 turns that deals 24 fire damage (based on Spellpower) to foes who enter it.
A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.
This item has been sent to the Item's Vault.
