
Khulmanar's Wrath (70-105 power, 8 apr)Requires:
- Strength 52
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Base power: 70.0 - 105.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +50 fire
Damage conversion: 20% fire
When wielded/worn:
Changes resistances: +20% fire
Changes resistances penetration: +25% fire
Changes damage: +20% fire
The wearer is treated as a demon.
It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) :
Effective talent level: 3.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 110.30 fire damage, and flames will be left dealing a further 25.34 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat.
Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.
This item has been sent to the Item's Vault.

Dawn's Blade (50-70 power, 7 apr)Requires:
- Magic 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
If the sun doesn't set, dawn's power lasts forever.
Base power: 50.0 - 70.0
Uses stats: 25% Mag, 80% Str
Damage type: Light
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 100%
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +20% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-3 turns) Bathe in Light (-5 turns) Providence (-10 turns) Barrier (-5 turns)
Spellpower: +10 (+2 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 560.17 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 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.

The Black Plate (25 def, 35 armour)Requires:
- Massive armour training
- Strength 48
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +35
Defense: +25 (+13 eff.)
Fatigue: +15%
Changes stats: +6 Wil / +4 Cun / +3 Con
Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold
Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat
Physical save: +15 (+5 eff.)
Spell save: +25 (+6 eff.)
Confusion immunity: +100%
Fear immunity: +100%
Light radius: -2
Infravision radius: +3
Shadow Power: +10
Grants physical power equal to your Shadow Power.
"Wreckage all about you. Is there anything left inside?"
This item has been sent to the Item's Vault.

The Black RingRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Talent mastery: +0.20 Corruption / Fearfire
Spell save: +7 (+1 eff.)
Shadow Power: +5
Grants spell-crit equal to half of your Shadow Power.
Talent on hit(spell): Darkfire (10% chance level 3).
"An innocuous bauble. Until you look through the hole."
This item has been sent to the Item's Vault.

Champion's Will (67-107 power, 22 apr)Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 67.0 - 107.2
Uses stats: 20% Con, 115% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 106 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt
Activation costs 18 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.

Unsetting Sun (16 def, 20 armour, 280 block)Requires:
- Shield usage training
- Strength 40
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
It is part of a set of items.
Glows brightly in the light of dawn.
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +20
Defense: +16 (+5 eff.)
Ranged Defense: +17 (+6 eff.)
Fatigue: +14%
Changes resistances: +30% blight / +30% darkness
Talent granted: +1 Block
Spell save: +19 (+4 eff.)
Light radius: +2
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.

Limmir's Amulet of the MoonRequires:
- Level 35
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Armour: +5
Changes stats: +8 Dex / +5 Mag / +8 Cun / +5 Con
Changes resistances: +5% all
Changes damage: +30% lightning / +10% fire / +10% cold
Damage affinity(heal): +20% lightning
Talent mastery: +0.20 Golem / Arcane
Movement speed: +15%
Chance to avoid any damage: +8%
Talent on hit(spell): Eye Beam (10% chance level 2).
Amulets make your neck look great!
This item has been sent to the Item's Vault.

The Black Maul (70-105 power, 15 apr)Requires:
- Strength 40
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 70.0 - 105.0
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +2.0%
Attack speed: 100%
When this weapon hits: Obliterating Smash (10% chance level 3).
When wielded/worn:
Accuracy: +20 (+10 eff.)
Physical power: +12 (+6 eff.)
Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault
Shadow Power: +10
Increases all damage by 1% for each point of your Shadow Power.
It can be used to activate talent Reckless Strike (costing 15 power out of 25/25) :
Effective talent level: 3.0
Power cost: 15 out of 25/25.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower.
"A fitting weapon for the Champion."
This item has been sent to the Item's Vault.

The Black Wall (12 def, 9 armour, 200 block)Requires:
- Shield usage training
- Strength 28
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +9
Defense: +12 (+4 eff.)
Ranged Defense: +15 (+5 eff.)
Fatigue: +28%
Damage when hit (Melee): 10 darkness
Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield
Talent granted: +1 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.

Fist of the Destroyer (8 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
It is part of a set of items.
Only the masochistic can unlock its full power.
When wielded/worn:
Defense: +8 (+3 eff.)
Changes stats: +9 Str / +3 Cun / +9 Mag
Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim
Stun/Freeze immunity: +20%
Maximum vim: +25.00
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Increases all damage by 4% of current vim
Current Bonus: 0%
It can be used to activate talent Darkfire (costing 8 power out of 12/12) :
Effective talent level: 5.0
Power cost: 8 out of 12/12.
Range: 6
Travel Speed: 400% of base
Is: a spell
Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 153.61 fire damage and 329.63 darkness damage in a radius of 6.
The damage will increase with your Spellpower.
These fell looking gloves glow with untold power.
This item has been sent to the Item's Vault.
