
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: 130% Mag
Damage type: Gravity pin
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
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 (+6 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 126.12 physical (gravity) damage.
Each target moved beyond the first increases the damage by 15.77 (up to a maximum of 63.06 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.

Cloth of Dreams (10 def, 0 armour)Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 4
When wielded/worn:
Defense: +10 (+5 eff.)
Changes stats: +6 Cun / +5 Wil
Changes resistances: +15% mind
Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber
Physical save: +10 (+4 eff.)
Spell save: +10 (+5 eff.)
Mental save: +10 (+5 eff.)
Mindpower: +6 (+3 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Slumber (costing 10 power out of 25/25) :
Effective talent level: 3.0
Power cost: 10 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 35 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Mindpower.
Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.
This item has been sent to the Item's Vault.

Aetherwalk (6 def, 0 armour)Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +12% arcane
Changes resistances cap: +5% arcane
Spellpower: +5 (+2 eff.)
It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24.
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.

Newly picked upPerseverance (31-43.4 power, 9 apr)
Requires:
- Willpower 24
- Strength 24
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
It is said perseverance comes hand in hand with dedication.
Base power: 31.0 - 43.4
Uses stats: 20% Wil, 90% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +9
Crit. chance: +12.0%
Attack speed: 100%
On weapon crit:
* restore 7 stamina and equilibrium
Damage (Melee): +15 manaburn arcane
When wielded/worn:
Spell save: +18 (+6 eff.)
Confusion immunity: +30%
Stun/Freeze immunity: +10%
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall.
This item has been sent to the Item's Vault.

Newly picked upDagger of the Past (25-32.5 power, 20 apr)
Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+5 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+4 eff.)
Movement speed: +20%
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 opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.

Corpathus (40-56 power, 12 apr)Requires:
- Strength 40
Crafted by a master
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 40.0 - 56.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +4.0%
Attack speed: 100%
On weapon crit:
* grows in power
On weapon kill:
* grows dramatically in power
Damage (Melee): +18 draining blight
When wielded/worn:
Changes damage: +5% blight
Cut immunity: -25%
Maximum vim: +20.00
Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength.
This item has been sent to the Item's Vault.

Nithan's ForceRequires:
- Dexterity 32
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 111%
Firing range: +10
When wielded/worn:
Changes stats: +10 Str / +5 Con
Changes resistances: +10% physical
Changes resistances penetration: +15% physical
Changes damage: +35% physical
Pinning immunity: +30%
Knockback immunity: +30%
It can be used to activate talent Bull Shot (costing 16 power out of 16/16) :
Effective talent level: 4.0
Power cost: 16 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 207% weapon damage and knocks back your target by 2.
The cooldown of this talent is reduced by 1 each time you move.
This requires a sling to use.
This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall...
This item has been sent to the Item's Vault.

SwampsliceRequires:
- Dexterity 35
- Talent Shoot
- Talent Steam Pool
Infused by nature
Powered by steamtech
4.00 Encumbrance.
Type: weapon / steamgun ; tier 4
Base power: 0.0 - 0.0
Uses stat: 40% Wil
Damage type: Physical
Mastery: Psyshot
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +12
Attack speed: 100%
Firing range: +9
Travel speed: +600%
Attacks use: 2.0 Steam
When wielded/worn:
Effects on ranged hit:
* 20% chance to slow global speed by 64%
Damage when hit (Melee): 8 nature
Changes stats: +6 Con
Changes resistances: +15% lightning / +5% arcane / +12% mind
Changes resistances penetration: +25% nature
Talent mastery: +0.20 Wild-gift / Fungus
Maximum life: +60.00
It can be used to regenerate 196 life over 5 turns
Activation puts all charms on cooldown for 20 turns.
Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.
This item has been sent to the Item's Vault.
