

Behemoth Hide (4 def, 6 armour)
Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+2 eff.)
Ranged Defense: +8 (+4 eff.)
Fatigue: +10%
Changes stats: +5 Str / +3 Con
Maximum encumbrance: +20
Knockback immunity: +50%
Life regen: +2.00
Stamina each turn: +1.00
Maximum life: +45.00
Maximum stamina: +45.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 28
Infused by nature
Crafted by a master
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 3
When wielded/worn:
Physical power: +15 (+4 eff.)
Armour: +8
Defense: +3 (+1 eff.)
Fatigue: +12%
Changes stats: +2 Wil
Changes resistances: +21% fire / +10% physical
Physical save: +10 (+3 eff.)
Life regen: +6.00
Maximum life: +40.00
Healing mod.: +13%
A suit of armour made of mail.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
[Random Unique]
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:
Damage (Melee): 25 fire
Damage when hit (Melee): 4 fire
Changes resistances penetration: +20% arcane
Changes damage: +30% light / +6% arcane
Talent granted: +1 Command Staff
Critical mult.: +27.00%
Spellpower on spell critical (stacks up to 3 times): +2
Spellpower: +24 (+4 eff.)
Spell crit. chance: +13%
See invisible: +11
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 42.0 - 63.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.5%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50%
Damage (Melee): +8 light
Damage (radius 1) on hit: +12 light / +8 acid
When wielded/worn:
Physical crit. chance: +14.0%
Physical power: +10 (+3 eff.)
Effects on melee hit:
* 20% chance to reduce armor by 9%
Changes resistances penetration: +15% acid
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
Base power: 24.0 - 28.8
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 (+6 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.


Requires:
- Willpower 18
- Cunning 18
- Strength 18
Infused by psionic forces
12.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 49.0 - 78.4
Uses stat: 129% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +9
Crit. chance: +9.0%
Attack speed: 100%
On weapon hit:
* 9% chance to stun or confuse the target
Damage (Melee): +49 light / +49 darkness
The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Physical power: +7 (+2 eff.)
Armour: +3
Fatigue: +3%
Changes stats: +4 Str / +5 Dex / +4 Mag / +8 Wil
Changes resistances: +6% lightning / +10% physical / +13% darkness / +3% nature
Changes resistances penetration: +10% lightning
Changes damage: +8% blight / +7% arcane / +6% lightning
Physical save: +10 (+3 eff.)
Spell crit. chance: +3%
Infravision radius: +4
A cap made of leather.
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:
- Strength 16
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 2
Two-handed
Base power: 45.0 - 67.5
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +21
Crit. chance: +2.0%
Attack speed: 100%
Damage against: +25% Dragon
When wielded/worn:
Changes stats: +6 Str
Reduced damage from: +25% Dragon
Physical save: +9 (+2 eff.)
Stun/Freeze immunity: +20%
Knockback immunity: +40%
The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.
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
Two-handed
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: +10
Attack speed: 100%
On weapon hit:
* Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack.
Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target.
When wielded/worn:
Changes stats: +5 Str / +5 Con
Critical mult.: +10.00%
This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact.
This item has been sent to the Item's Vault.


Requires:
- Strength 50
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 4
Two-handed
Base power: 68.0 - 102.0
Uses stat: 130% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +10.0%
Attack speed: 100%
When wielded/worn:
Armour: +6
Defense: +6 (+3 eff.)
Changes stats: +2 Dex / +2 Con
Changes damage: +10% physical
Stun/Freeze immunity: +30%
Knockback immunity: +30%
Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
Two-handed
Base power: 60.0 - 96.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* 25% chance to strike the target again.
When wielded/worn:
Changes stats: +10 Str / +5 Dex / +15 Con
Talent mastery: +0.20 Technique / Two-handed assault
This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 48
Infused by nature
Crafted by a master
Infused by psionic forces
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Physical crit. chance: +3.0%
Physical power: +15 (+3 eff.)
Armour: +20
Defense: +23 (+9 eff.)
Fatigue: +22%
Changes stats: +4 Cun
Changes resistances: +8% physical
Physical save: +17 (+3 eff.)
Mental save: +18 (+4 eff.)
Life regen: +5.40
Stamina each turn: +0.80
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


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%
When used to modify unarmed attacks:
Base power: 19.0 - 20.9
Uses stats: 40% Dex, 40% Str, 40% Cun
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +1
Crit. chance: +7.0%
Attack speed: 100%
When this weapon hits: Clinch (20% chance level 3).
When this weapon hits: Maim (10% chance level 3).
When this weapon hits: Take Down (10% chance level 3).
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.