
Belyrana (67-100 power, 4 apr)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.

Haluregorion (63-94 power, 4 apr)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.

Voidtooth (20/52, 64-90 power, 18 apr)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.

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) 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.

Unsetting Sun (16 def, 20 armour, 50-60 power, 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.
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.

steel battleaxe 'Rimeswift' (120% power, 2 apr)3.0
T2 battleaxe 2H weapon
[Random Unique]
Arcane/Master
Power 121% Range: 1.5x
Uses 120% Str
Dmg Physical
Mastery Weapons Mastery
Acc+ +0.2% crit chance (max 25%)
Apr +2
Crit +5.0%
Atk.spd 100%
Melee+ +10 blight +8 cold
On Hit: 20% Curse of Vulnerability 2
On Hit: 20% Epidemic 2
On Hit:
* 10% chance to reduce strength, dexterity, and constitution by 6
While equipped:
Stats +3 Dex
dps ----------
Phys.spd +10%
Dmg.mod +6% arcane
Res.pen +10% arcane
Acc +10 (+5 eff.)
Melee Ret 2 arcane
----- def -----
Disease- +14%
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.

living mindstar 'Cloudrazor' (114% power, 40 apr, nature damage)3.0
T5 mindstar 1H weapon
Reqs Wil 48
[Random Unique]
Nature/Psionic
Power 114% Range: 1.1x
Uses 50% Wil, 30% Cun
Dmg Nature
Mastery Psiblades
Acc+ +0.2% crit chance (max 25%)
Acc uses Wil
Apr +40
Crit +5.0%
Atk.spd 100%
On Hit:
* 10% chance to slow global speed by 52%
While equipped:
dps ----------
Mind.crit +5%
Mind.pwr +10 (+3 eff.)
Dmg.mod +5% mind
Res.pen +7% mind +5% lightning
Melee Ret 4 lightning
----- def -----
Resists +31% lightning +9% blight
+19% fire +9% mind
+17% cold
Dmg.Resnn +16%
Max.HP +24.00
HP.reg +0.60
---------- misc
Psi/ret +0.70
Talents +1 Attune Mindstar
Masteries
+0.10 Psionic/Voracity
+0.20 Psionic/Absorption
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.

Zerodotir (161% power, 2 apr)3.0
T3 greatsword 2H weapon
Reqs Str 24
[Random Unique]
Arcane/Master
Power 162% Range: 1.6x
Uses 120% Str
Dmg Physical
Acc+ +0.4% crit mult (max 40%)
Apr +2
Crit +3.5%
Atk.spd 100%
On Hit:
* 10% chance to gain 10% of a turn (3/turn limit)
* 25% chance for lightning to strike from the target to a second target dealing 49 damage
While equipped:
dps ----------
Acc +14 (+5 eff.)
----- def -----
Defense +10 (+3 eff.)
Resists +3% fire
Poison- +20%
Disarm- +35%
Massive two-handed swords.
This item has been sent to the Item's Vault.

Crystal Focus0.0
T2 multi-hued gem
[Unique]
Arcane
While equipped:
Stats +5 Mag
Dmg.mod +20% arcane +20% blight
(The created item can be activated to recover the Focus.)
Latent Damage Type: Arcane
Combine with a weapon (makes a non enchanted weapon into an artifact).
Uses 1 power out of 1/1
This crystal radiates the power of the Spellblaze itself.
This item has been sent to the Item's Vault.

Sword of Potential Futures (133% power, 10 apr)3.0
T3 longsword 1H weapon
[Unique]
Arcane
In the past there was a dagger with it.
Power 134% Range: 1.4x
Uses 20% Mag, 80% Str
Dmg Physical
Acc+ +0.4% crit mult (max 40%)
Apr +10
Crit +8.0%
Atk.spd 111%
Melee+ +5 temporal
Dmg.conv 30% temporal
While equipped:
dps ----------
Spell.crit +5%
Spell.pwr +5 (+2 eff.)
Dmg.mod +5% temporal
----- def -----
Def/telep +10
Res/telep +5%
Dur/telep +15%
---------- misc
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.

Dagger of the Past (129% power, 20 apr)1.0
T3 dagger 1H weapon
[Unique]
Arcane
Potentially it would go with a sword in the future.
Power 129% Range: 1.3x
Uses 0% Cun, 50% Mag, 50% Dex
Dmg Physical
Mastery Dagger Mastery
Acc+ +0.2% crit chance (max 25%)
Apr +20
Crit +20.0%
Atk.spd 111%
Melee+ +5 temporal
Dmg.conv 30% temporal
While equipped:
dps ----------
Mov.spd +20%
Dmg.mod +5% temporal
----- def -----
Defense +10 (+2 eff.)
Spell.save +10 (+3 eff.)
Def/telep +10
Res/telep +5%
Dur/telep +15%
---------- misc
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.

Morningwreck4.0
T3 longbow 2H weapon
Reqs Shoot
[Random Unique]
Arcane/Master
Acc+ +0.2% crit chance (max 25%)
Atk.spd 100%
Range +8
Ranged+ +8 light
On Hit: 10% Shoot 1
While equipped:
Stats +5 Str +5 Mag
dps ----------
Phys.pwr +11 (+4 eff.)
Dmg.mod +9% temporal +6% light
+12% physical
Res.pen +12% temporal
+12% physical
----- def -----
Resists +15% acid
---------- misc
Reload +5
Light +1
Masteries
+0.15 Chronomancy/Bow Threading
Instant Weapon Swap
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.

drakeskin leather gloves 'Mayaldawe' (0 def, 3 armour)1.0
T4 hands armor
[Random Unique]
Arcane/Nature/Psionic
While equipped:
Stats +6 Cun
dps ----------
Melee+ 15 light 10 cold
Dmg.mod +6% acid +7% cold
+6% light +12% mind
Res.pen +15% mind
Acc +8 (+3 eff.)
Melee Ret 6 acid
----- def -----
Armour +3
Resists +6% acid +6% cold
+11% light +11% darkness
---------- misc
Infravis +1
Unarmed combat:
Power 130% Range: 1.1x
Uses 40% Dex, 40% Str, 40% Cun
Dmg Physical
Acc+ +0.2% crit chance (max 25%)
Acc +7
Apr +5
Crit +12.0%
Atk.spd 100%
Melee+ +18 darkness
On Crit.r2 +10 ice
On Hit: 10% Ice Breath 5
On Hit: 20% Searing Light 5
On Crit: 10% Dominate 5
Track:
Puts all charms on 15 cooldown
Level 2.0
Pwr.cost 15 out of 15/15.
Range melee/personal
Travel.spd instantaneous
Description: Sense foes around you in a radius of 18 for 5 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.
