

Requires:
- Talent Armour Training
Powered by arcane forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Armour: +15
Changes stats: +5 Str / +5 Mag
Changes resistances penetration: +10% all
Changes damage: +15% all
Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality
Your Obliterating Smash can destroy walls.
It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) :
Effective talent level: 3.0
Power cost: 25 out of 25/25.
Range: 3
Travel Speed: instantaneous
Is: a spell
Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets.
Starting from talent level 5, all targets hit will have their armour and saves reduced by 16.
This attack can not miss.
These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands.
This item has been sent to the Item's Vault.


Requires:
- Strength 28
- Talent Armour Training (level 3)
Powered by arcane forces
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 3
When wielded/worn:
Armour: +20
Defense: +8 (+3 eff.)
Fatigue: +12%
Changes stats: +5 Mag / +5 Con
Physical save: +12 (+4 eff.)
Spell save: +12 (+4 eff.)
Mental save: +12 (+4 eff.)
Silence immunity: +20%
Confusion immunity: +20%
Pinning immunity: +20%
Stun/Freeze immunity: +20%
Status resistances shift over time to match the statuses you are being hit by.
The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: gem / demonic ; tier 5
When carried:
Damage when hit (Melee): 34 healing
Mental save: -18 (-6 eff.)
Life regen: -2.00
Light radius: -2
Healing mod.: -50%
When used to imbue an object:
Physical power: +12 (+2 eff.)
Damage when hit (Melee): 34 darkness
Changes damage: +9% all
Grants telepathy: Demon/Major Demon/Minor
Spellpower: +16 (+6 eff.)
Infravision radius: +3
See invisible: +14
Healing mod.: +50%
Latent Damage Type: Shadowflame
A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful.
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: 67.0 - 107.2
Uses stats: 20% Con, 115% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 21 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +4 Wil / +6 Con
Changes resistances: +10% nature / +25% cold
Changes damage: +15% cold
Talent mastery: +0.20 Wild-gift / Rain
Maximum mana: +20.00
Maximum stamina: +20.00
Maximum psi: +20.00
Maximum air capacity: +50.00
It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.73 cold and 11.73 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60.
This azure ring seems to be always moist to the touch.
This item has been sent to the Item's Vault.


Requires:
- Willpower 18
- Cunning 18
- Strength 18
Infused by psionic forces
12.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 49.0 - 78.4
Uses stat: 129% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +9
Crit. chance: +9.0%
Attack speed: 100%
On weapon hit:
* 9% chance to stun or confuse the target
Damage (Melee): +49 light / +49 darkness
The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.
This item has been sent to the Item's Vault.


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
Accuracy bonus: +0.4% crit.pwr / acc
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.


Requires:
- Dexterity 16
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +4
Defense: +1 (+0 eff.)
Fatigue: +7%
Changes stats: +4 Str / +4 Dex / +4 Cun
Changes resistances: +10% nature / +20% cold
Changes damage: +15% cold
Talent mastery: +0.20 Wild-gift / Blizzard
Light radius: +1
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.


Requires:
- Strength 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 3
It must be held with both hands.
Base power: 50.0 - 70.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +10
Crit. chance: +5.0%
Attack speed: 100%
Damage (Melee): +20 shadowflame
Burst (radius 2) on crit: +20 % chance of gloom effects
When wielded/worn:
Physical crit. chance: +5.0%
Hate when firing a critical mind attack: +3.00
Spell crit. chance: +5%
Mental crit. chance: +5%
Light radius: -1
Infravision radius: +3
(The Gloom burst on critical applies debuffs.)
It can be used to activate talent Earthquake (costing 50 power out of 50/50) :
Effective talent level: 3.0
Power cost: 50 out of 50/50.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Causes a violent earthquake that deals 69.45 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects.
The damage will increase with your Spellpower.
Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 58.0 - 87.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +3
Crit. chance: +4.5%
Attack speed: 111%
On weapon hit:
* 25% chance to put talents on cooldown
Damage (Melee): +21 cold
When wielded/worn:
Accuracy: +14 (+7 eff.)
Physical crit. chance: +1.0%
Changes stats: +2 Str / +6 Dex / +1 Con
Stamina each turn: +0.80
Infravision radius: +2
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
It is part of a set of items.
You almost feel like it could be held in talons as easily as hands.
Base power: 60.0 - 90.0
Uses stat: 120% Str
Damage type: Solar Fire
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +75 Solar Fire
When wielded/worn:
Physical crit. chance: +10.0%
Changes stats: +5 Str / +5 Mag
Changes resistances penetration: +20% light / +20% fire
Changes damage: +20% light / +20% fire
Damage affinity(heal): +15% fire
Critical mult.: +15.00%
Blindness immunity: +20%
Your Fire and Light damage bonuses (before the bonus from this weapon) are added together, as are your Fire and Light damage penetration.
A golden battle-axe with blades that resemble the wings of a bird, this was the weapon of Ardain Eagleheart in the Age of Dusk. It was said to focus the full power of the sun into every spell he cast. After Ardain passed away, the axe was wielded by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +10 Cun / -5 Wil
Changes resistances: +15% blight / +15% darkness / +15% acid
Physical save: +15 (+5 eff.)
Spell save: +15 (+6 eff.)
Mental save: -7 (-3 eff.)
Maximum life: +20.00
Try to not die...
This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.
This item has been sent to the Item's Vault.