

Requires:
- Dexterity 32
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 111%
Firing range: +10
When wielded/worn:
Changes stats: +10 Str / +5 Con
Changes resistances: +10% physical
Changes resistances penetration: +15% physical
Changes damage: +35% physical
Pinning immunity: +30%
Knockback immunity: +30%
It can be used to activate talent Bull Shot (costing 11 power out of 16/16) :
Effective talent level: 4.0
Power cost: 11 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 207% weapon damage and knocks back your target by 2.
The cooldown of this talent is reduced by 1 each time you move.
This requires a sling to use.
This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall...
This item has been sent to the Item's Vault.


Requires:
- Dexterity 14
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Base power: 55.0 - 60.5
Uses stat: 100% Dex
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +8
Crit. chance: +9.0%
Attack speed: 125%
When this weapon hits: Bone Grab (10% chance level 3).
When this weapon hits: Bone Spear (20% chance level 4).
Damage (Melee): +30 bleed
Damage (radius 2) on crit: +50 bleed
When wielded/worn:
Defense: +12 (+4 eff.)
Talent mastery: +0.25 Corruption / Bone
Spellpower: +4 (+3 eff.)
Combat speed: +10%
Talent on hit(spell): Bone Spear (10% chance level 4).
It can be used to activate talent Bone Nova (costing 13 power out of 20/20) :
Effective talent level: 4.0
Power cost: 13 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Fire bone spears in all directions, hitting all foes within radius 4 for 50.41 physical damage, and inflicting bleeding for another 25.21 damage over 5 turns.
The damage will increase with your Spellpower.
This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other.
This item has been sent to the Item's Vault.


Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 50%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 5
When wielded/worn:
Damage when hit (Melee): 16 temporal darkness
Changes stats: +8 Mag
Changes resistances: +10% darkness / +10% temporal
Changes damage: +12% darkness / +12% temporal
Spellpower: +10 (+5 eff.)
It can be used to release a radius 2 burst of void energy at up to range 5, dealing 141.52 temporal and 141.52 darkness damage (based on Magic)
Activation costs 13 power out of 40/40.
This jagged shape looks like a hole in space, yet it is solid, though light in weight.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: charm / rod
It can be used to shoot a bolt of spydric poison out to range 8, dealing 303.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move
Activation costs 17 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.


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
Mastery: Weapons Mastery
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 (+5 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 119.84 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 23 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:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Physical crit. chance: +9.0%
Damage (Melee): 23 arcane
Changes stats: +14 Mag / +9 Wil / +11 Cun
Changes damage: +30% fire
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +8
Maximum mana: +66.00
Spellpower: +25 (+12 eff.)
Spell crit. chance: +5%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
- Talent Shoot
Powered by arcane forces
Infused by nature
4.00 Encumbrance.
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +10
When this weapon hits: Shoot (10% chance level 1).
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +6 Mag / +7 Wil / +8 Cun / +10 Con
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
When used to attack (with talents):
Base power: 40.0 - 48.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +5.0%
Block value: +120
When wielded/worn:
Armour: +2
Defense: +8 (+2 eff.)
Ranged Defense: +8 (+2 eff.)
Fatigue: +6%
On shield block:
* Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Changes stats: +5 Wil
Changes resistances: +25% blight / +25% darkness
Talent granted: +1 Block
Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Fatigue: -3%
Changes stats: +5 Str / +1 Dex / +1 Wil / +5 Con
Changes resistances: +6% acid / +26% temporal / +20% darkness
Changes resistances penetration: +15% acid / +19% temporal / +18% darkness
Reduces incoming crit damage: 15.00%
Maximum encumbrance: +26
Physical save: +13 (+3 eff.)
Defense after a teleport: +28
Resist all after a teleport: +16%
New effects duration reduction after a teleport: +18%
It can be used to activate talent Rush, placing all other charms into a 17 cooldown :
Effective talent level: 3.9
Power cost: 17 out of 25/25.
Range: 9
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Powered by arcane forces
Crafted by a master
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour penetration: +15
Physical crit. chance: +8.0%
Armour: +8
Defense: +32 (+10 eff.)
Fatigue: +8%
Effects on melee hit:
* 10% chance to gain 10% of a turn (3/turn limit)
Damage (Melee): 16 acid / 18 fire
Damage when hit (Melee): 13 acid / 14 fire / 10 light
Changes resistances: +26% acid / +55% fire
Changes damage: +9% light
Stamina each turn: +1.30
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Activating this item is instant.
It can be used to activate talent Second Wind, placing all other charms into a 23 cooldown :
Effective talent level: 7.0
Power cost: 23 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Take a deep breath to recover 269 stamina. The stamina recovery improves with your Strength and Willpower.
A suit of armour made of leather.
This item has been sent to the Item's Vault.


noble's hardened leather belt of burglary
Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: armor / belt ; tier 3
When wielded/worn:
Changes stats: +3 Dex / +5 Wil / +9 Cun / +6 Lck
Damage against: +15% Summoned
Reduced damage from: +24% Summoned
Trap disarming bonus: +10
Stealth bonus: +7
Infravision radius: +3
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Effects when hit in melee:
* 30% chance to blind
Changes resistances: +25% light
Changes damage: +12% light
Light radius: +1
It can be used to create a reflective shield (50% reflection rate, 182 strength, based on Magic) for 5 turns
Activation costs 16 power out of 24/24.
Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
0.00 Encumbrance.
[Unique]
Type: gem / red ; tier 4
When wielded/worn:
Changes stats: +25 Con
Changes resistances: +10% cold / +25% nature / +10% darkness
Reduces incoming crit damage: 23.00%
When used to imbue an object:
Changes stats: +25 Con
Changes resistances: +10% cold / +25% nature / +10% darkness
Reduces incoming crit damage: 23.00%
Latent Damage Type: Fire
A piece of the scorched wood taken from the remains of Snaproot.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: gem / multi-hued ; tier 3
When wielded/worn:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Casts lasers on spellcast when worn or imbued.
When used to imbue an object:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Latent Damage Type: Lightning
Talent on hit(spell): Eye Beam (10% chance level 2).
This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: gem / multi-hued ; tier 5
When wielded/worn:
Changes stats: +5 Con
Changes resistances: +20% arcane / +20% blight
(The created item can be activated to recover the Heart.)
Latent Damage Type: Arcane
It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact)
Activation costs 1 power out of 1/1.
This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord.
This item has been sent to the Item's Vault.


steady drakeskin leather gloves of the verdant (0 def, 3 armour)
Requires:
- Level 25
Infused by arcane disrupting forces
Infused by psionic forces
1.00 Encumbrance.
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +8 (+1 eff.)
Armour: +3
Changes resistances: +8% blight / +16% darkness / +15% arcane
Damage affinity(heal): +9% nature
Talent mastery: +0.20 Wild-gift / Antimagic
Physical save: +8 (+2 eff.)
Spell save: +14 (+4 eff.)
Mental save: +7 (+2 eff.)
Disarm immunity: +28%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
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.


stealthy pair of drakeskin leather boots of void walking (0 def, 5 armour)
Requires:
- Level 35
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Changes stats: +13 Lck / +6 Dex
Changes resistances: +23% darkness / +20% temporal
Changes resistances penetration: +11% darkness / +14% temporal
Stealth bonus: +10
Defense after a teleport: +23
Resist all after a teleport: +14%
New effects duration reduction after a teleport: +21%
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Brenizilagas (0 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 3
When wielded/worn:
Physical power: +25 (+5 eff.)
Changes stats: +9 Con
Changes resistances: +11% all
Changes resistances penetration: +5% physical
Changes damage: +6% nature
Critical mult.: +15.00%
Poison immunity: +20%
Disease immunity: +32%
Maximum stamina: +20.00
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


Huryrosta the Iceripper (0 def, 8 armour)
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +8
Fatigue: +3%
Damage when hit (Melee): 6 cold
Changes resistances: +6% mind / +24% cold
Changes resistances penetration: +25% cold
Changes damage: +6% cold
Infravision radius: +2
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Damage when hit (Melee): 17 fire
Changes stats: +1 Mag
Changes resistances: +10% light / +7% fire
Changes damage: +8% darkness
Damage affinity(heal): +5% darkness
Mental save: +14 (+4 eff.)
Mindpower: +15 (+5 eff.)
Light radius: +4
Infravision radius: +7
See stealth: +7
See invisible: +10
It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown :
Effective talent level: 4.0
Power cost: 6 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 107.24 damage.
The damage dealt will increase with your Spellpower.
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
When wielded/worn:
Changes resistances: +6% light
Changes damage: +6% arcane / +12% light
Critical mult.: +5.00%
Mana when firing critical spell: +2.00
It can be used to reveal the area around you, dispelling darkness (radius 12, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns
Activation puts all charms on cooldown for 10 turns.
When used:
* Reduce 2 talent cooldowns by 2.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.


Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+6 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 26 power out of 50/50) :
Effective talent level: 2.0
Power cost: 26 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.74 acid and 5.94 blight damage.
If not cleared after five turns it will inflict 33.75 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 43% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.


Requires:
- Willpower 25
- Strength 25
Powered by arcane forces
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 56.0 - 84.0
Uses stats: 70% Wil, 70% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Attack speed: 100%
On weapon hit:
* 19% chance to reduce all saves and defense by 29
* Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
Damage (Melee): +26 mind / +7 light
Damage against: +16% Undead
When wielded/worn:
Physical crit. chance: +6.0%
Changes stats: +2 Cun / +3 Wil
Changes resistances penetration: +20% mind
Changes damage: +10% mind / +10% physical
Talent cooldown: Hammer Toss (-2 turns)
Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss
Psi each turn: +0.10
Mindpower: +15 (+5 eff.)
Mental crit. chance: +5%
A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel.
This item has been sent to the Item's Vault.


Requires:
- Strength 42
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / waraxe ; tier 5
Base power: 38.0 - 53.2
Uses stat: 100% Str
Damage type: Physical bleed
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +16
Crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +40 (+9 eff.)
Armour penetration: +30
Changes stats: +4 Str / +4 Dex
Changes resistances penetration: +30% physical
This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club.
It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale.
This item has been sent to the Item's Vault.


Woeburst the drakeskin leather sling
Requires:
- Dexterity 48
- Talent Shoot
Infused by nature
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +10
On weapon hit:
* 20 arcane resource burn
Damage (Ranged): +12 darkness
Damage (radius 1) on hit: +16 darkness
When wielded/worn:
Accuracy: +14 (+3 eff.)
Physical crit. chance: +11.0%
Physical power: +5 (+1 eff.)
Changes stats: +13 Str / +9 Dex / +8 Mag / +8 Wil / +7 Cun / +7 Con
Changes resistances penetration: +10% darkness
Spell save: +3 (+1 eff.)
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
5.00 Encumbrance.
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes damage: +30% fire
Talent granted: +1 Command Staff
Spellpower: +15 (+7 eff.)
Spell crit. chance: +5%
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
0.00 Encumbrance.
Type: gem / black ; tier 3
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con
When used to imbue an object:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con
Latent Damage Type: Acid
Gems can be sold for money or used in arcane rituals.
This item has been sent to the Item's Vault.