
Staff of Bones (20-24 power, 4 apr, darkness element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 150% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+4 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.

CorpsebowRequires:
- 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: Epidemic (25% chance level 1).
When this weapon hits: Cyst Burst (25% chance level 1).
When wielded/worn:
Effects on ranged hit:
* 40% chance to reduce strength, dexterity, and constitution by 10
Damage (Ranged): 20 blight
Changes damage: +20% blight
Disease immunity: +50%
Spellpower: +10 (+2 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.

blazebringer's stralite mace (35-49 power, 5 apr)Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
Type: weapon / mace ; tier 4
Base power: 35.0 - 49.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +2.5%
Attack speed: 100%
Damage (radius 2) on crit: +5 fire
When wielded/worn:
Changes resistances penetration: +11% fire
Global speed: +4%
Blunt and deadly.
This item has been sent to the Item's Vault.

Polybeth the voratun helm (0 def, 5 armour)Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Type: armor / head ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +5%
Changes stats: +4 Wil
Changes resistances: +11% fire / +9% cold
Changes damage: +6% mind
Physical save: +12 (+3 eff.)
Disease immunity: +20%
Mental crit. chance: +2%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
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.

windwalling stralite shield of winter (0 def, 8 armour, 46-55 power, 134.5 block)Requires:
- Shield usage training
- Strength 35
Infused by nature
Infused by psionic forces
7.00 Encumbrance.
Type: armor / shield ; tier 4
When used to attack (with talents):
Base power: 46.0 - 55.2
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +134
Damage (Melee): +10 physical / +18 cold
When wielded/worn:
Armour: +8
Fatigue: +8%
On shield block:
* Deals 102 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn)
Changes stats: +7 Wil
Changes resistances: +15% physical / +13% cold
Talent granted: +1 Block
Slows Projectiles: +14%
Bonus block near projectiles: +10
Handheld deflection devices.
This item has been sent to the Item's Vault.

steel mail armour of the deep (2 def, 8 armour)Requires:
- Heavy armour training
- Strength 20
Infused by nature
14.00 Encumbrance.
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +8
Defense: +2 (+1 eff.)
Fatigue: +12%
Changes resistances: +6% acid / +6% cold
Allows you to breathe in: water
A suit of armour made of mail.
This item has been sent to the Item's Vault.

Voryba the dwarven-steel helm (0 def, 6 armour)Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Str / +6 Wil / +3 Cun
Changes resistances: +8% acid / +8% fire / +14% lightning / +7% cold
Mental save: +12 (+6 eff.)
Blindness immunity: +20%
Mindpower: +3 (+2 eff.)
Light radius: +2
Healing mod.: +5%
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.

Eremaromidan the cashmere wizard hat (17 def, 0 armour)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Defense: +17 (+8 eff.)
Damage when hit (Melee): 4 acid
Changes resistances: +6% light / +7% physical
Changes resistances penetration: +15% arcane
Psi each turn: +0.22
Maximum life: +40.00
Mindpower: +4 (+2 eff.)
Mental crit. chance: +5%
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.

bladed dwarven-steel helm of strength (+8) (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%
Changes stats: +8 Str
It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 249.9 Physical damage.
If the attack hits, the target is confused (34% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.
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.

Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires:
- Heavy armour training
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +7
Fatigue: +10%
Changes resistances: +20% acid / +10% physical
Changes resistances cap: +10% acid / +5% physical
Changes resistances penetration: +15% acid / +15% physical
Changes damage: +10% acid / +5% physical
Talent cooldown: Clinch (-2 turns)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master.
This item has been sent to the Item's Vault.

Vestments of the Conclave (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+4 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.

Evermoss Robe (12 def, 0 armour)Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +12 (+6 eff.)
Damage when hit (Melee): 35 nature slow
Changes stats: +5 Wil
Changes resistances: +25% nature / +13% all
Changes resistances penetration: +10% nature
Changes damage: +30% nature
Talent mastery: +0.30 Wild-gift / Moss
Physical save: +15 (+4 eff.)
Life regen: +0.20
Mindpower: +12 (+6 eff.)
Mental crit. chance: +5%
Healing mod.: +15%
This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.
This item has been sent to the Item's Vault.
