

Requires:
- Dexterity 16
- Talent Shoot
Powered by arcane forces
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
When this weapon hits: Cyst Burst (25% chance level 1).
When this weapon hits: Epidemic (25% chance level 1).
When wielded/worn:
Effects on ranged hit:
* 40% chance to reduce strength, dexterity, and constitution by 20
Damage (Ranged): 20 blight
Changes damage: +20% blight
Disease immunity: +50%
Spellpower: +10 (+5 eff.)
A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.
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
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 29 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:
- Dexterity 30
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 27.0 - 35.1
Uses stats: 35% Cun, 20% Mag, 55% Dex
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +9.0%
Attack speed: 100%
When this weapon hits: Disperse Magic (15% chance level 1).
On weapon hit:
* steals up to 50 mana from the target
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances: +12% arcane
Spell save: +12 (+6 eff.)
Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power.
Passed on and on, this blade has developed a thirst of its own.
This item has been sent to the Item's Vault.


Requires:
- Magic 18
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 2
It must be held with both hands.
Base power: 26.0 - 41.6
Uses stats: 10% Mag, 120% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +25
Crit. chance: +3.0%
Attack speed: 111%
Damage (Melee): +15 arcane
Damage (radius 2) on crit: +30 arcane silence
When wielded/worn:
Mana each turn: +0.50
Spellpower: +5 (+3 eff.)
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
This sword appears weightless, and nearly invisible.
This item has been sent to the Item's Vault.


Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
Nature requires balance in these matters.
Base power: 8.0 - 8.8
Uses stats: 50% Wil, 30% Cun
Damage type: Cold
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour: +10
Changes resistances: -10% fire
Changes resistances penetration: +10% cold
Changes damage: +10% cold
Mindpower: +8 (+2 eff.)
Mental crit. chance: +4%
Talent on hit(mindpower): Winter's Fury (10% chance level 2).
This mindstar glows with a dim cool light, but seems somehow incomplete.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +2
Defense: +15 (+4 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 (+5 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.


Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +4 (+1 eff.)
Fatigue: +4%
Changes stats: +1 Cun / +1 Wil
Changes resistances: +10% fire
Changes damage: +10% fire
It can be used to activate talent Meteor Rain (costing 26 power out of 50/50) :
Effective talent level: 2.0
Power cost: 26 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 44.09 fire and 46.73 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +10% darkness
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+5 eff.)
Maximum stamina: +25.00
It can be used to activate talent Shadowstep (costing 28 power out of 50/50) :
Effective talent level: 2.0
Power cost: 28 out of 50/50.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.


Icy Kill (35-46 power, 10 apr)
Requires:
- Dexterity 42
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 4
Base power: 35.0 - 45.5
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +15.0%
Attack speed: 100%
On weapon crit:
* freezes the target
On weapon kill:
* explodes a frozen creature (damage scales with willpower)
Damage (Melee): +30 cold
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Changes damage: +25% cold
Hate per kill: +4.00
Ice block penetration: +50%
As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer.
One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away.
Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 70.0 - 112.0
Uses stats: 10% Mag, 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +18
Crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking.
Lifesteal (this weapon only): +5%
When wielded/worn:
Changes stats: +10 Str / +8 Mag / +5 Con
Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath
Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn)
Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.
This item has been sent to the Item's Vault.


Requires:
- Willpower 20
- Strength 32
Infused by psionic forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 47.0 - 65.8
Uses stats: 10% Wil, 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +20
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* torments the target with many mental effects
On weapon kill:
* reduces mental save penalty
When wielded/worn:
Changes damage: +8% mind
Mental save: -30 (-9 eff.)
Mindpower: +9 (+3 eff.)
The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand.
This item has been sent to the Item's Vault.


Morrigor (50-70 power, 12 apr)
Requires:
- Magic 40
Powered by arcane forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 50.0 - 70.0
Uses stats: 60% Mag, 60% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* deal 19.38 arcane and 26.22 darkness damage (based on Magic) in a radius 1 around the target
On weapon kill:
* swallows the victim's soul, gaining a new power
When wielded/worn:
Talent granted: +1 Soul Purge
Spellpower: +24 (+8 eff.)
Spell crit. chance: +12%
This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.
This item has been sent to the Item's Vault.


Sword of Potential Futures (28-39 power, 10 apr)
Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
In the past there was a dagger with it.
Base power: 28.0 - 39.2
Uses stats: 20% Mag, 80% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spellpower: +5 (+2 eff.)
Spell crit. chance: +5%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.
This item has been sent to the Item's Vault.


Requires:
- Willpower 24
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 3
It is part of a set of items.
You feel two unconnected psionic channels on this item.
Base power: 10.0 - 11.0
Uses stats: 50% Wil, 30% Cun
Damage type: Lightning
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: +15% lightning
Changes resistances penetration: +9% lightning
Changes damage: +15% lightning
Talent mastery: +0.15 Psionic / Charged mastery
Talent granted: +1 Psionic Maelstrom
Mental save: +9 (+3 eff.)
Maximum psi: +30.00
Mindpower: +12 (+4 eff.)
Mental crit. chance: +6%
Electrical energies are focussed in the core of this mindstar.
This item has been sent to the Item's Vault.


Core of the Forge (24-26 power, 40 apr, dreamforge damage)
Requires:
- Willpower 40
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 5
Base power: 24.0 - 26.4
Uses stats: 60% Wil, 20% Cun
Damage type: Dreamforge
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +10 (+3 eff.)
Physical power: +10 (+3 eff.)
Damage (Melee): 30 dreamforge
Changes stats: +4 Cun / +6 Wil
Changes resistances: +5% physical / +5% mind / +15% fire
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +10% physical / +10% mind / +10% fire
Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith
Mindpower: +16 (+5 eff.)
Mental crit. chance: +8%
It can be used to activate talent Forge Bellows (costing 14 power out of 30/30) :
Effective talent level: 3.0
Power cost: 14 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power
Description: Release the bellows of the forge upon your surroundings, inflicting 27.58 mind damage, 27.58 burning damage, and knocking back your enemies in a radius 4 cone.
Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.33 mind and 2.33 fire damage on nearby enemies.
The damage and knockback chance will scale with your Mindpower.
This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike.
This item has been sent to the Item's Vault.


Jaw of Rogroth
Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 3
When wielded/worn:
Vim per kill: +4.00
Maximum souls: +3.00
Spellpower: +5 (+2 eff.)
Spell crit. chance: +5%
It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium)
Activation costs 14 power out of 24/24.
Rogroth's mouth happened to be about the same size as your waist. Interesting.
This item has been sent to the Item's Vault.


Fearfire Mantle (14 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +14 (+3 eff.)
Damage when hit (Melee): 30 fire
Changes resistances: +10% fire / +10% darkness / +10% cold
Talent mastery: +0.20 Corruption / Fearfire
All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt.
Black fires born of a blackened heart.
This item has been sent to the Item's Vault.


Wrap of Stone (0 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 2
When wielded/worn:
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth
Spellpower: +6 (+2 eff.)
It can be used to activate talent Stone Wall (costing 33 power out of 60/60) :
Effective talent level: 1.0
Power cost: 33 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 5 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 74.34 physical damage.
Duration and damage will improve with your Spellpower.
This thick cloak is incredibly tough, yet bends and flows with ease.
This item has been sent to the Item's Vault.


The Calm (15 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+4 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+7 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.
This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +1
Defense: +2 (+0 eff.)
Fatigue: +2%
Changes stats: +4 Cun
Stealth bonus: +10
Movement speed: +12%
Shadow Power: +5
Grants 2.5% movement speed for each point of Shadow Power.
"It's a treacherous road to the top of the world."
This item has been sent to the Item's Vault.


Ruthless Grip (0 def, 5 armour)
Requires:
- Heavy armour training
Infused by psionic forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Armour: +5
Damage (Melee): 15 darkness / 15 cold
Changes damage: +20% darkness / +20% cold
Only die when reaching: -100.00 life
Maximum hate: +20.00
Healing mod.: -10%
When used to modify unarmed attacks:
Base power: 26.0 - 36.4
Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Attack speed: 83%
When this weapon hits: Dominate (10% chance level 3).
When this weapon hits: Slash (5% chance level 3).
It can be used to activate talent Instill Fear (costing 11 power out of 30/30) :
Effective talent level: 3.0
Power cost: 11 out of 30/30.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 20.40 mind and 27.60 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 22% 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 22.
Terrified: Deals 4.59 mind and 6.21 darkness damage per turn and increases cooldowns by 34%.
Haunted: Causes the target to suffer 7.89 mind and 10.67 darkness damage for each detrimental mental effect every turn.
Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally.
This item has been sent to the Item's Vault.


Spellhunt Remnants (3 def, 4 armour)
Requires:
- Heavy armour training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +4
Defense: +3 (+1 eff.)
Changes stats: +6 Cun / +6 Wil
Changes resistances penetration: +15% nature
Changes damage: +15% nature
Spell save: +8 (+4 eff.)
Maximum life: +60.00
Mindpower: +8 (+2 eff.)
Mental crit. chance: +9%
When used to modify unarmed attacks:
Base power: 23.0 - 32.2
Uses stats: 40% Dex, 40% Str, 40% Cun
Damage type: Physical
Armour Penetration: +12
Crit. chance: +8.0%
Attack speed: 83%
When this weapon hits: Mana Clash (5% chance level 1).
On weapon hit:
* 20 arcane resource burn
Damage (Melee): +15 silence
Can't be worn by those with arcane powers.
It can be used to destroy an arcane item (of a higher tier than the gauntlets)
Activation costs 1 power out of 150/150.
These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.
This item has been sent to the Item's Vault.


Storm Bringer's Gauntlets (0 def, 5 armour)
Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+4 eff.)
Spell crit. chance: +5%
When used to modify unarmed attacks:
Base power: 23.0 - 32.2
Uses stats: 40% Str, 40% Cun, 40% Dex
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +10
Crit. chance: +4.0%
Attack speed: 83%
When this weapon hits: Chain Lightning (20% chance level 2).
When this weapon hits: Nova (15% chance level 1).
Damage (Melee): +20 lightning
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.


Black Mesh (8 def, 2 armour, 120 block)
Requires:
- Shield usage training
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +2
Defense: +8 (+2 eff.)
Ranged Defense: +8 (+1 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.


Choker of Dread
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Physical power: +5 (+2 eff.)
Blindness immunity: +100%
Spellpower: +5 (+2 eff.)
See invisible: +10
It can be used to summon an elder vampire with Taunt to your side for 15 turns
Activation costs 33 power out of 60/60.
The evilness of undeath radiates from this amulet.
This item has been sent to the Item's Vault.


Pendant of the Sun and Moons
Requires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: +10% light / +10% darkness
Changes resistances cap: +5% light / +5% darkness
Changes resistances penetration: +15% light / +15% darkness
Changes damage: +8% light / +8% darkness
Spellpower: +8 (+3 eff.)
Spell crit. chance: +5%
All your damage is converted and split into light and darkness.
Activating this item is instant.
It can be used to activate talent Circle of Sanctity (costing 17 power out of 60/60) :
Effective talent level: 3.0
Power cost: 17 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 4 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.


The Black Ring
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Talent mastery: +0.20 Corruption / Fearfire
Spell save: +7 (+3 eff.)
Shadow Power: +5
Grants spell-crit equal to half of your Shadow Power.
Talent on hit(spell): Darkfire (10% chance level 3).
"An innocuous bauble. Until you look through the hole."
This item has been sent to the Item's Vault.


The Black Core
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +15% darkness
Talent mastery: +0.20 Corruption / Black-magic
Blindness immunity: +100%
Only die when reaching: -100.00 life
Infravision radius: +6
Shadow Power: +5
Grants spellpower equal to your Shadow Power.
"Lock your soul away, and death will never reach you."
This item has been sent to the Item's Vault.