
Anmalice (158% power, 20 apr)Requires:
- Willpower 20
- Strength 32
Infused by psionic forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Power: 158% Range: 1.4x
Uses stats: 10% Wil, 100% Str
Damage type: Physical
Mastery: Weapons Mastery
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 (-15 eff.)
Mindpower: +9 (+4 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.

Borfast's Cage (10 def, 20 armour)Requires:
- Massive armour training
- Strength 35
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 3
When wielded/worn:
Armour: +20
Defense: +10 (+4 eff.)
Fatigue: +24%
Changes stats: +5 Con
Changes resistances: -15% acid / +15% physical
Reduces opponents crit chance: 20%
Physical save: +15 (+4 eff.)
Knockback immunity: +30%
Life regen: +2.00
Maximum life: +50.00
Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.
Though clearly a powerful piece, it must once have been much greater.
This item has been sent to the Item's Vault.

Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires:
- Strength 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Power: 193% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +7
Crit. chance: +4.0%
Attack speed: 100%
When this weapon hits: Flameshock (10% chance level 3).
Damage (Melee): +30 fire
When wielded/worn:
Changes damage: +15% physical
The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself.
This item has been sent to the Item's Vault.

Summertide (17 def, 15 armour, 164% power, 260 block)Requires:
- Shield usage training
- Willpower 28
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When used to attack (with talents):
Power: 164% Range: 1.2x
Uses stat: 100% Str
Damage type: Light
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +260
On weapon hit:
* 30% chance to blind
* releases a burst of light
When wielded/worn:
Armour: +15
Defense: +17 (+5 eff.)
Ranged Defense: +17 (+4 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+6 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+2 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 44.11 to 55.14 light damage (based on Willpower and Cunning)
Activation costs 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.

Runegorn the Lightmortal (0 def, 14 armour)Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +14
Fatigue: +4%
Damage when hit (Melee): 6 light
Changes stats: +8 Mag
Changes resistances: +15% acid / +13% fire / +11% lightning / +11% cold
Changes damage: +9% acid / +8% blight
Disease immunity: +34%
Spellpower on spell critical (stacks up to 3 times): +4
Maximum vim: +30.00
Spellpower: +41 (+19 eff.)
Spell crit. chance: +2%
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.

Monolith Armour (40 def, 50 armour)Requires:
- Massive armour training
- Constitution 150
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+9 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+7 eff.)
Spell save: +35 (+8 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+13 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.

Void ShardRequires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 5
When wielded/worn:
Damage when hit (Melee): 16 temporal darkness
Changes stats: +8 Mag
Changes resistances: +10% darkness / +10% temporal
Changes damage: +12% darkness / +12% temporal
Spellpower: +10 (+3 eff.)
It can be used to release a radius 2 burst of void energy at up to range 5, dealing 185.76 temporal and 245.96 darkness damage (based on Magic)
Activation costs 20 power out of 40/40.
This jagged shape looks like a hole in space, yet it is solid, though light in weight.
This item has been sent to the Item's Vault.

elven-silk robe 'Anathad' (0 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 5
When wielded/worn:
Accuracy: +20 (+16 eff.)
Physical crit. chance: +3.0%
Physical power: +15 (+7 eff.)
Changes stats: +4 Str / +5 Con
Changes resistances: +6% blight / +15% all
Changes damage: +12% blight / +20% all
Spellpower: +20 (+5 eff.)
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Robe of the Archmage (10 def, 10 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10 (+5 eff.)
Damage when hit (Melee): 15 arcane
Changes stats: +6 Mag / +6 Wil / +6 Cun
Changes resistances: +10% lightning / +10% fire / +10% cold / +10% arcane / +13% all
Changes damage: +12% all
Spell save: +20 (+7 eff.)
Mental save: +15 (+7 eff.)
Silence immunity: +50%
Mana each turn: +2.00
Spellpower: +15 (+4 eff.)
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.
