

Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Blindness immunity: +20%
Infravision radius: +4
See stealth: +5
See invisible: +6
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 35.0 - 56.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +18
Crit. chance: +3.5%
Attack speed: 100%
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage Shield penetration (this weapon only): +19%
Damage (Melee): +4 temporal
Damage (radius 1) on hit: +8 temporal
When wielded/worn:
Accuracy: +13 (+4 eff.)
Physical crit. chance: +12.0%
Changes stats: +2 Dex
Changes resistances: +6% temporal
Changes resistances penetration: +25% arcane
Combat speed: +10%
Massive two-handed swords.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 32.0 - 41.6
Uses stats: 10% Mag, 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +8.0%
Attack speed: 100%
When wielded/worn:
No gem
It can be used to imbue the hammer with a gem of your choice
Activation costs 10 power out of 10/10.
This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 2
Base power: 25.0 - 35.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Reduce targets accuracy and powers by 5 (stacks 5 times)
Damage (Melee): +14 % chance of confusion / +30 physical
When wielded/worn:
Accuracy: +12 (+4 eff.)
An oddly twisted club with a hefty weight on the end. There's something very strange about it.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 32
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 50% Dex, 15% Mag, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +9.0%
Attack speed: 100%
On weapon hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +4 Cun / +4 Mag
Changes resistances: +10% darkness
Changes resistances penetration: +10% darkness
Changes damage: +5% darkness
Stealth bonus: +10
It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: 10
Travel Speed: 2000% of base
Is: necromancy and a spell
Description: Conjures up a beam of darkness, doing 79.83 darkness damage.
At level 5, the beam widens to hit foes on each side.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 28
Infused by nature
17.00 Encumbrance.
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +10
Fatigue: +22%
Changes stats: +2 Wil
Changes resistances: +11% blight / +6% cold / +12% darkness / +6% acid
Allows you to breathe in: water
Light radius: +1
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 20
Powered by arcane forces
Crafted by a master
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +6
Defense: +2 (+1 eff.)
Fatigue: +12%
Changes stats: +1 Cun / +1 Dex
Changes resistances: +16% acid / +15% temporal / +15% fire
See invisible: +6
A suit of armour made of mail.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Infused by nature
1.50 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +2
Fatigue: +3%
Damage (Melee): 7 fire
Changes stats: +1 Wil
Changes resistances: +3% acid / +6% fire / +3% nature / +6% light
Changes resistances penetration: +25% darkness
Changes damage: +12% darkness / +3% fire
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 48.0 - 72.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +3.0%
Attack speed: 100%
When this weapon hits: Sunder Armour (15% chance level 3).
When wielded/worn:
Accuracy: +20 (+7 eff.)
Pinning immunity: +100%
Knockback immunity: +100%
It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) :
Effective talent level: 3.9
Power cost: 18 out of 18/18.
Range: melee/personal
Travel Speed: instantaneous
Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage.
A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: charm / torque ; tier 2
When wielded/worn:
Physical power: +3 (+0 eff.)
Changes stats: +5 Wil
Changes resistances: +5% physical
Changes damage: +6% physical
Physical save: +12 (+4 eff.)
Mindpower: +3 (+1 eff.)
It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) :
Effective talent level: 3.0
Power cost: 18 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Pull all foes toward you in radius 5 while dealing 40 physical damage.
The damage will increase with your mindpower.
This heavy torque appears to draw nearby matter towards it.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+4 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+8 eff.)
It can be used to activate talent Instill Fear (costing 18 power out of 45/45) :
Effective talent level: 2.0
Power cost: 18 out of 45/45.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 8.50 mind and 9.01 darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.
Possible fears are:
Paranoid: Gives the target an 11% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
Despair: Reduces mind resist, mindsave, armour and defence by 10.
Terrified: Deals 1.50 mind and 1.59 darkness damage per turn and increases cooldowns by 17%.
Haunted: Causes the target to suffer 3.34 mind and 3.54 darkness damage for each detrimental mental effect every turn.
This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: charm / rod ; tier 2
When carried:
Light radius: -1
It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 78% of the healing done. This effect scales with your Magic stat.
Activation costs 75 power out of 75/75.
This rod seems to make light die around it. You feel tired just looking at it.
This item has been sent to the Item's Vault.