

steel battleaxe 'Rimeswift' (20-30 power, 2 apr)
Requires:
- Strength 16
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 20.0 - 30.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Epidemic (20% chance level 2).
When this weapon hits: Curse of Vulnerability (20% chance level 2).
On weapon hit:
* 10% chance to reduce strength, dexterity, and constitution by 27
Damage (Melee): +10 blight / +8 cold
When wielded/worn:
Accuracy: +10 (+6 eff.)
Damage when hit (Melee): 2 arcane
Changes stats: +3 Dex
Changes resistances penetration: +10% arcane
Changes damage: +6% arcane
Disease immunity: +14%
Combat speed: +10%
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 67.0 - 100.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 30% chance to reduce strength, dexterity, and constitution by 37
Damage (Melee): +23 blight
Damage (radius 1) on hit: +24 fire
When wielded/worn:
Accuracy: +30 (+15 eff.)
Armour penetration: +19
Effects on melee hit:
* 20% chance to reduce strength, dexterity, and constitution by 37
Changes stats: +3 Str / +2 Mag / +7 Wil
Changes resistances penetration: +16% physical
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Powered by arcane forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mace ; tier 5
Base power: 45.5 - 63.7
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +3.0%
Attack speed: 100%
On weapon crit:
* Splash the target with acid dealing 231 damage over 5 turns and reducing armor and accuracy by 29
Damage (radius 1) on hit: +29 fire
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 47%
Damage when hit (Melee): 4 acid
Changes stats: +1 Cun
Equilibrium when hit: +0.16
Maximum psi: +10.00
Mindpower: +5 (+1 eff.)
Blunt and deadly.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 63.0 - 94.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
Damage (radius 1) on hit: +12 arcane
Damage (radius 2) on crit: +33 lightning / +83 fire / +27 cold
When wielded/worn:
Accuracy: +14 (+3 eff.)
Defense: +14 (+4 eff.)
Changes stats: +1 Wil
Changes resistances penetration: +35% lightning / +13% fire / +17% cold
Changes damage: +3% arcane
Disarm immunity: +60%
Psi when hit: +0.08
Maximum hate: +8.00
Global speed: +4%
Movement speed: +36%
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 5
Base power: 64.0 - 89.6
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +18
Crit. chance: +3.0%
Capacity: 52
On weapon hit:
* 20 arcane resource burn
* 20% chance to slow global speed by 44%
* 10% chance to reduce damage dealt by 15%
Damage (Ranged): +44 lightning
Damage (radius 1) on hit: +4 darkness
Damage (radius 2) on crit: +12 lightning
When wielded/worn:
Ammo reloads per turn: +5
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 77.0 - 115.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 20% chance to reduce armor by 37%
Damage (Melee): +8 physical
Damage (radius 2) on crit: +12 acid
When wielded/worn:
Accuracy: +30 (+23 eff.)
Armour penetration: +10
Physical crit. chance: +2.0%
Changes stats: +9 Str / +16 Dex / +10 Mag / +13 Wil / +7 Cun / +13 Con
Changes resistances penetration: +10% physical
Changes damage: +3% acid
Massive two-handed mauls.
This item has been sent to the Item's Vault.


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) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns)
Spellpower: +10 (+1 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 143.75 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 26 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.


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.
When used to attack (with talents):
Base power: 50.0 - 60.0
Uses stat: 100% Str
Damage type: Light
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +280
When wielded/worn:
Armour: +20
Defense: +16 (+6 eff.)
Ranged Defense: +17 (+6 eff.)
Fatigue: +14%
Changes resistances: +30% blight / +30% darkness
Talent granted: +1 Block
Spell save: +19 (+2 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.


Requires:
- Level 25
Powered by arcane forces
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +8 (+2 eff.)
Armour: +3
Damage (Melee): 15 light / 10 cold
Damage when hit (Melee): 6 acid
Changes stats: +6 Cun
Changes resistances: +6% acid / +6% cold / +11% light / +11% darkness
Changes resistances penetration: +15% mind
Changes damage: +6% acid / +7% cold / +6% light / +12% mind
Infravision radius: +1
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Track, placing all other charms into a 11 cooldown :
Effective talent level: 3.5
Power cost: 11 out of 15/15.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 31 for 6 turns.
The radius will increase with your Cunning.
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.


9.0
T3 light armor
[Ego+]
Nature
While equipped:
----- def -----
Armour +9
Defense +9 (+4 eff.)
Fatigue +8%
Resists +8% acid +9% cold
HP.reg +3.50
---------- misc
Stam/turn +0.90
Breathe water
A suit of armour made of leather.
This item has been sent to the Item's Vault.


2.0
T2 cloth armor
[Unique]
Arcane
While equipped:
Stats +6 Mag
dps ----------
Spell.crit +15%
Spell.pwr +15 (+5 eff.)
Dmg.mod +15% arcane
----- def -----
Resists +9% all
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.


5.0
T2 staff 2H weapon
[Unique]
Arcane
Power 117% Range: 1.2x
Uses 110% Mag
Dmg Physical
Mastery Staff Mastery
Acc+ +2.0% proc dam (max 200%)
Apr +4
Crit +3.5%
Atk.spd 100%
While equipped:
dps ----------
Spell.crit +8%
Spell.pwr +12 (+4 eff.)
Dmg.mod +15% darkness
+15% physical +15% light
+15% temporal
---------- misc
P.En/turn +0.10
N.En/turn +0.10
Talents +1 Command Staff
Cooldown Twilight -1
Moonlight Ray -1
Searing Light -1
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.


2.0
T2 cloth armor
[Unique]
Psionic
While equipped:
Stats +3 Cun +4 Wil
dps ----------
Mind.crit +4%
Mind.pwr +8 (+4 eff.)
Dmg.mod +5% mind +5% physical
Res.pen +10% mind +10% physical
----- def -----
Armour +8
Defense +12 (+12 eff.)
Resists +15% acid +12% physical
+9% all
Phys.save +10 (+3 eff.)
Send out a range 5 beam of kinetic energy, dealing 32.26 to 40.33 physical damage (based on Willpower and Cunning) with knockback.
Uses 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.