
Hathiblek the dwarven-steel helm (0 def, 4 armour)Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Armour: +4
Fatigue: +4%
Effects on melee hit:
* 10% chance to slow global speed by 47%
Changes resistances: +5% arcane / +7% fire / +6% nature / +22% cold
Light radius: +3
Infravision radius: +3
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.

Blood-Letter (33-46 power, 4.5 apr)Requires:
- Dexterity 24
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / waraxe ; tier 3
Base power: 33.0 - 46.2
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +7.0%
Attack speed: 100%
When this weapon hits: Ice Breath (15% chance level 2).
Damage conversion: 50% ice
When wielded/worn:
Armour: +20
Changes resistances penetration: +20% cold
Ice block penetration: +25%
A hand axe carved out of the most frozen parts of the northern wasteland.
This item has been sent to the Item's Vault.

Betheta the Smearseam (0 def, 8 armour, 134.5 block)Requires:
- Shield usage training
- Strength 35
Crafted by a master
7.00 Encumbrance.
Type: armor / shield ; tier 4
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +8
Fatigue: +8%
Changes stats: +2 Con
Changes resistances: +14% physical / +9% nature / +6% cold
Changes resistances penetration: +15% nature
Changes damage: +6% nature
Talent granted: +1 Block
Light radius: +3
Handheld deflection devices.
This item has been sent to the Item's Vault.

Aruralemira the Ashdeath (32-44 power, 5 apr)Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / waraxe ; tier 4
Base power: 31.5 - 44.1
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +6.5%
Attack speed: 100%
On weapon crit:
* Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8
When wielded/worn:
Damage when hit (Melee): 4 mind
Changes stats: +3 Str / +5 Mag
Changes resistances: +6% fire
Changes damage: +15% mind
Light radius: +2
Infravision radius: +3
One-handed war axes.
This item has been sent to the Item's Vault.

Frost Treads (1 def, 4 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +4
Defense: +1 (+1 eff.)
Fatigue: +7%
Changes stats: +4 Str / +4 Cun / +4 Wil
Changes resistances: +10% nature / +20% cold
Changes damage: +15% cold
Light radius: +1
Movement speed: +20%
Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns.
A pair of leather boots. Cold to the touch, they radiate a cold blue light.
This item has been sent to the Item's Vault.

Gravitational Staff (30-36 power, 8 apr, physical element)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Gravity pin
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +8
Attack speed: 100%
When wielded/worn:
Changes resistances: +15% physical
Changes damage: +20% physical / +10% temporal
Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth
Spellpower: +25 (+12 eff.)
Spell crit. chance: +7%
It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) :
Effective talent level: 3.0
Power cost: 14 out of 14/14.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 85.11 physical (gravity) damage.
Each target moved beyond the first increases the damage by 10.64 (up to a maximum of 42.56 bonus damage).
Targets take reduced damage the further they are from the epicenter (20% less per tile).
The damage dealt will scale with your Spellpower.
Time and Space seem to warp and bend around the massive tip of this stave.
This item has been sent to the Item's Vault.

Colaryem (48-77 power, 12 apr)Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 50%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
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% Dex, 50% Str
Damage type: Physical
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.

Death's Embrace (18 def, 18 armour)Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +18
Armour Hardiness: +15%
Defense: +18 (+9 eff.)
Damage when hit (Melee): 15 darkness / 15 cold
Changes stats: +5 Dex / +5 Cun / +5 Mag
Changes resistances: +30% temporal / +30% darkness / +30% cold
Changes damage: +20% darkness / +20% cold
Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth
Critical mult.: +20.00%
Stealth bonus: +10
Spellpower: +10 (+5 eff.)
It can be used to turn yourself invisible (power 15, based on Cunning and Magic) for 10 turns
Activation costs 50 power out of 50/50.
This deep black leather armor, wrapped with thick silk, is icy cold to the touch.
This item has been sent to the Item's Vault.

Vorosetta (54-80 power, 3 apr)Requires:
- Strength 35
Crafted by a master
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 53.5 - 80.2
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +2.5%
Attack speed: 100%
On weapon hit:
* 20% chance to reduce all saves and defense by 22
On weapon crit:
* Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50%
Damage (radius 2) on crit: +8 arcane
When wielded/worn:
Physical crit. chance: +16.0%
Physical power: +16 (+3 eff.)
Effects on melee hit:
* 20% chance to reduce all saves and defense by 22
Changes damage: +18% arcane / +18% mind
Massive two-handed mauls.
This item has been sent to the Item's Vault.

stralite amulet 'Glintnail'Requires:
- Level 25
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: +9% acid / +15% temporal / +6% light / +6% darkness
Changes resistances penetration: +10% acid / +5% darkness / +25% light
Changes damage: +12% light
Pinning immunity: +34%
Knockback immunity: +40%
Amulets make your neck look great!
This item has been sent to the Item's Vault.

Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.
