
Hydra's Bite (56-62 power, 7 apr)Requires:
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 4
It must be held with both hands.
Base power: 56.0 - 61.6
Uses stats: 40% Dex, 90% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +14.0%
Attack speed: 125%
When this weapon hits: Lightning Breath (10% chance level 3).
When this weapon hits: Poison Breath (10% chance level 3).
When this weapon hits: Acid Breath (10% chance level 3).
On weapon hit:
* hit up to two adjacent enemies
When wielded/worn:
Changes damage: +12% acid / +12% nature / +12% lightning
This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you.
This item has been sent to the Item's Vault.

Gleamgrit the dwarven-steel greatsword (34-54 power, 2 apr)Requires:
- Strength 24
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 34.0 - 54.4
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.5%
Attack speed: 100%
On weapon hit:
* 27% chance to reduce all saves and defense by 10
* 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns
Damage (Melee): +14 mind
Damage (radius 2) on crit: +8 light
When wielded/worn:
Changes stats: +12 Str / +9 Dex / +10 Mag / +19 Wil / +18 Cun / +10 Con
Changes resistances: +6% light / +3% temporal
Changes damage: +6% acid
Mental save: +3 (+3 eff.)
Knockback immunity: +20%
Massive two-handed swords.
This item has been sent to the Item's Vault.

mindwoven Rags of the Sanctuary of light (+19%) (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Cosmetic Item]
Type: armor / cloth ; tier 1
When wielded/worn:
Changes resistances: +19% light / +7% all
Changes damage: +13% light
Mental save: +18 (+4 eff.)
Mindpower: +3 (+1 eff.)
Mental crit. chance: +3%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Monolith Armour (40 def, 50 armour)Requires:
- Massive armour training
- Constitution 150
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+10 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+10 eff.)
Spell save: +35 (+7 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+5 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.
