
Vestments of the Conclave (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+5 eff.)
Spell crit. chance: +15%
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.

Firewalker (15 def, 2 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +2
Defense: +15 (+3 eff.)
Damage when hit (Melee): 18 fire
Changes stats: +6 Cun / +10 Mag
Changes resistances: +50% fire / -10% cold / +11% all
Changes resistances penetration: +20% fire
Changes damage: +20% fire
Spellpower: +12 (+3 eff.)
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.

Wind Worn Shot (25/25, 148% power, 15 apr)Requires:
- Dexterity 28
Infused by nature
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Power: 149% Range: 1.2x
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 25
When this weapon hits: Tornado (10% chance level 2).
On weapon hit:
* 35% chance for lightning to arc to a second target
Travel speed: +100%
These perfectly white spheres appear to have been worn down by years of exposure to strong winds.
This item has been sent to the Item's Vault.

Steel Helm of Garkul (0 def, 6 armour)Requires:
- Heavy armour training
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+6 eff.)
Spell save: +12 (+6 eff.)
Mental save: +12 (+5 eff.)
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.

steel ring 'Searvile'Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Effects on melee hit:
* 13% chance to reduce all saves and defense by 22
Damage (Melee): 5 physical
Effects on ranged hit:
* 12% chance to reduce all saves and defense by 22
Damage (Ranged): 14 physical
Changes stats: +6 Str / +5 Dex / +2 Wil / +3 Cun / +5 Con
Changes resistances: +6% fire
Hate when firing a critical mind attack: +2.00
Maximum hate: +7.00
Infravision radius: +2
It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown :
Effective talent level: 4.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 163% weapon damage.
If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%.
Rings make your fingers look great!
This item has been sent to the Item's Vault.

Swordbreaker (129% power, 20 apr)Requires:
- Cunning 10
- Dexterity 10
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Power: 129% Range: 1.3x
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+6 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+4 eff.)
Disarm immunity: +50%
Can block like a shield, potentially disarming the enemy.
This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
This item has been sent to the Item's Vault.

silk robe 'Erelyroddanik' (0 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Changes stats: +10 Mag / +11 Wil
Changes resistances: +9% mind / +3% nature / +13% all
Changes resistances penetration: +17% mind
Changes damage: +19% temporal / +16% arcane / +15% mind
Silence immunity: +10%
Mana each turn: +0.22
Psi each turn: +0.72
Maximum mana: +39.00
Maximum psi: +22.00
Spellpower: +5 (+5 eff.)
Spell crit. chance: +3%
Mindpower: +7 (+4 eff.)
Mental crit. chance: +3%
Healing mod.: +10%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Plague-Fire Sceptre (127% power, 4 apr, physical element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
Power: 127% Range: 1.2x
Uses stat: 125% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% blight / +20% fire
Spellpower: +27 (+17 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat
Activation costs 15 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.
This item has been sent to the Item's Vault.

Hurytir (22/22, 177% power, 6 apr)Requires:
- Dexterity 48
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 5
Power: 178% Range: 1.2x
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Accuracy: +25
Armour Penetration: +6
Crit. chance: +20.0%
Capacity: 22
On weapon hit:
* 20% chance to reduce armor by 17%
* 20% chance to slow global speed by 48%
* 20% chance to knock the target back 3 spaces and deal 128 physical damage
On weapon crit:
* Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +40 physical
Damage (radius 1) on hit: +20 acid
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.

Yaldan Baoth (0 def, 10 armour)Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Armour: +10
Fatigue: +4%
Changes stats: +10 Str / +10 Con
Changes resistances: +15% light / +25% darkness
Changes resistances cap: +10% darkness
Changes damage: +15% light
Light radius: -2
Sight radius: -2
Reduce all damage from unseen attackers: 33%
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.
Activation costs 40 power out of 40/40.
The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor.
This item has been sent to the Item's Vault.

Gloves of the Firm Hand (0 def, 8 armour)Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +8
Changes stats: +4 Con
Talent cooldown: Clinch (-2 turns)
Disarm immunity: +40%
Stun/Freeze immunity: +30%
Knockback immunity: +30%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.
This item has been sent to the Item's Vault.
