
Crooked Club (25-35 power, 4 apr)Requires:
- Strength 20
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 2
Base power: 25.0 - 35.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +4
Physical crit. chance: +10.0%
Attack speed: 100%
When this weapon hits: Battle Call (10% chance level 1).
Damage (Melee): +14 % chance of confusion
Burst (radius 2) on crit: +20 physical repulsion
When wielded/worn:
Accuracy: +12
An oddly twisted club with a hefty weight on the end. There's something very strange about it.
This item has been sent to the Item's Vault.

Eldoral Last ResortRequires:
- Dexterity 26
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Mastery: Sling Mastery
Accuracy bonus: +0.1% dam / acc
Attack speed: 143%
Firing range: +10
When wielded/worn:
Changes stats: +3 Cun / +4 Dex
Changes damage: +15% physical
Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns)
A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'.
This item has been sent to the Item's Vault.

Sludgegrip (0 def, 0 armour)Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Changes stats: +4 Cun / +4 Wil
Changes resistances: +10% nature
Changes damage: +5% nature
Talent mastery: +0.20 Wild-gift / Slime
Poison immunity: +20%
Mindpower: +2
These gloves are coated with a thick, green liquid.
This item has been sent to the Item's Vault.

Coral Spray (8 def, 8 armour, 48 block)Requires:
- Strength 16
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 1
When wielded/worn:
Armour: +8
Defense: +8
Fatigue: +12%
Changes resistances: +10% fire / +15% cold
Talent granted: +2 Block
Maximum air capacity: +20.00
Special effect on block: Chance that a blast of icy cold water will spray at the target.
A chunk of jagged coral, dredged from the ocean.
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)
When used to modify unarmed attacks:
Base power: 27.0 - 37.8
Uses stats: 30% Dex, 60% Str, 30% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Corrosive Mist (10% chance level 1).
When this weapon hits: Earthen Missiles (20% chance level 3).
Damage (Melee): +10 acid
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.

Rune of the Rift (222.00 temporal damage, removed from time 4 turns)0.1 Encumbrance
T3 rune scroll
[Unique]
Arcane
When inscribed on your body:
Range 6
Cooldown: 14
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 226.44 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.
Inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.

Demonic Soul0.0 Encumbrance
T3 demonic misc
[Legendary]
Arcane
15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower
A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart.
This item has been sent to the Item's Vault.

Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance
T1 dagger 1H weapon
[Unique]
Arcane
Weapon Damage 15.0 - 19.5 Physical
Uses 45% Str, 55% Dex
Accuracy Bonus +0.2% critical chance (max 25%)
Ignore Armor +25
Attack Speed 100%
Ignore Shields +50%
While equipped:
offense ------
Accuracy +20 (+6 eff.)
Blind-Fight: No penalty when attacking invisible/stealthed
This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.
This item has been sent to the Item's Vault.

Corpsebow4.0 Encumbrance
T2 longbow 2H weapon
Reqs Shoot
[Unique]
Arcane/Nature
Accuracy Bonus +0.2% critical chance (max 25%)
Attack Speed 100%
Range +7
On Hit: 25% Epidemic level 1
On Hit: 25% Cyst Burst level 1
While equipped:
offense ------
Spellpower +10 (+4 eff.)
On-Ranged-Hit 20 blight
Damage +20% blight
On-Hit (Ranged):
* 40% chance to reduce strength, dexterity, and constitution by 5
defense ------
Disease Resist +50%
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.

Focus Whip (19-21 power, 7 apr)3.0 Encumbrance
T3 whip 1H weapon
[Unique]
Psionic
Weapon Damage 19.0 - 20.9 Mind
Uses 20% Wil, 10% Cun, 70% Dex
Mastery Exotic Weapons Mastery
Accuracy Bonus +0.4% critical power (max 40%)
Accuracy Stat Wil
Ignore Armor +7
Critical Rate +5.0%
Attack Speed 125%
On Critical:
* Try to fry your enemies brain (25% chance to brainlock)
While equipped:
offense ------
Mind Crit +3%
Mindpower +10 (+5 eff.)
Strike all targets in a line (for 100% weapon damage as mind) out to range 4.
Uses 10 power out of 10/10
A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will.
This item has been sent to the Item's Vault.
