Grinedin (2 def, 4 armour)
Requires:
- Heavy armour training
- Strength 14
Crafted by a master
14.00 Encumbrance.
Type: armor / heavy ; tier 1
When wielded/worn:
Physical crit. chance: +1.0%
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +12%
Changes stats: +5 Mag / +3 Wil
Changes resistances: +17% lightning / +9% acid
A suit of armour made of mail.
This item has been sent to the Item's Vault.
Grinedin (2 def, 4 armour)Requires:
- Heavy armour training
- Strength 14
Crafted by a master
14.00 Encumbrance.
Type: armor / heavy ; tier 1
When wielded/worn:
Physical crit. chance: +1.0%
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +12%
Changes stats: +5 Mag / +3 Wil
Changes resistances: +17% lightning / +9% acid
A suit of armour made of mail.
This item has been sent to the Item's Vault.
Glorarena the Glowobsidian (3 def, 2 armour)
Requires:
- Strength 10
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 1
When wielded/worn:
Armour: +2
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +2 Cun
Changes resistances: +16% cold
Changes resistances penetration: +5% light
Changes damage: +9% cold
Mindpower: +10 (+3 eff.)
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Glorarena the Glowobsidian (3 def, 2 armour)Requires:
- Strength 10
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 1
When wielded/worn:
Armour: +2
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +2 Cun
Changes resistances: +16% cold
Changes resistances penetration: +5% light
Changes damage: +9% cold
Mindpower: +10 (+3 eff.)
A suit of armour made of leather.
This item has been sent to the Item's Vault.
Ebonywend the iron helm (0 def, 3 armour)
Requires:
- Heavy armour training
Infused by psionic forces
3.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +5%
Damage when hit (Melee): 8 darkness
Changes stats: +1 Dex / +5 Wil / +2 Cun / +1 Con
Changes resistances penetration: +5% darkness
Mindpower: +3 (+1 eff.)
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.
Ebonywend the iron helm (0 def, 3 armour)Requires:
- Heavy armour training
Infused by psionic forces
3.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +5%
Damage when hit (Melee): 8 darkness
Changes stats: +1 Dex / +5 Wil / +2 Cun / +1 Con
Changes resistances penetration: +5% darkness
Mindpower: +3 (+1 eff.)
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.
murderer's cashmere cloak (2 def, 0 armour)
Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Accuracy: +4 (+1 eff.)
Armour penetration: +5
Defense: +2 (+1 eff.)
Changes stats: +2 Cun / +3 Dex
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
murderer's cashmere cloak (2 def, 0 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Accuracy: +4 (+1 eff.)
Armour penetration: +5
Defense: +2 (+1 eff.)
Changes stats: +2 Cun / +3 Dex
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)
Requires:
- Heavy armour training
Crafted by a master
1.50 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +6 (+2 eff.)
Armour: +2
Fatigue: +3%
Changes stats: +2 Str
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires:
- Heavy armour training
Crafted by a master
1.50 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +6 (+2 eff.)
Armour: +2
Fatigue: +3%
Changes stats: +2 Str
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.
focusing woollen robe (0 def, 0 armour)
Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +4 Mag / +5 Wil
Changes resistances: +9% all
Mana each turn: +0.10
Psi each turn: +0.13
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.
focusing woollen robe (0 def, 0 armour)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +4 Mag / +5 Wil
Changes resistances: +9% all
Mana each turn: +0.10
Psi each turn: +0.13
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.
Xanaritha the cashmere cloak (2 def, 0 armour)
Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Physical crit. chance: +2.0%
Physical power: +2 (+0 eff.)
Defense: +2 (+0 eff.)
Fatigue: -4%
Changes stats: +2 Wil / +5 Con
Changes resistances: +6% darkness
Reduces incoming crit damage: 15.00%
See invisible: +15
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
Xanaritha the cashmere cloak (2 def, 0 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Physical crit. chance: +2.0%
Physical power: +2 (+0 eff.)
Defense: +2 (+0 eff.)
Fatigue: -4%
Changes stats: +2 Wil / +5 Con
Changes resistances: +6% darkness
Reduces incoming crit damage: 15.00%
See invisible: +15
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.
Girdle of the Calm Waters
Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 2
When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +20% blight / +20% cold / +20% nature
Healing mod.: +15%
A belt rumoured to have been worn by the Conclave healers.
This item has been sent to the Item's Vault.
Girdle of the Calm WatersRequires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 2
When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +20% blight / +20% cold / +20% nature
Healing mod.: +15%
A belt rumoured to have been worn by the Conclave healers.
This item has been sent to the Item's Vault.
Summertide Phial
Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower)
Activation costs 6 power out of 15/15.
A small crystal phial that captured Sunlight during the Summertide.
This item has been sent to the Item's Vault.
Summertide PhialRequires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower)
Activation costs 6 power out of 15/15.
A small crystal phial that captured Sunlight during the Summertide.
This item has been sent to the Item's Vault.
Glirin (dig speed 30 turns)
Requires:
- Level 15
Crafted by a master
3.00 Encumbrance.
Type: tool / digger ; tier 1
When wielded/worn:
Armour penetration: +2
Armour: +8
Changes stats: +3 Str
Changes resistances: +3% acid
Infravision radius: +1
When carried:
Talent granted: +1 Dig
Allows you to dig a wall, remove a tree, create ways.
This item has been sent to the Item's Vault.
Glirin (dig speed 30 turns)Requires:
- Level 15
Crafted by a master
3.00 Encumbrance.
Type: tool / digger ; tier 1
When wielded/worn:
Armour penetration: +2
Armour: +8
Changes stats: +3 Str
Changes resistances: +3% acid
Infravision radius: +1
When carried:
Talent granted: +1 Dig
Allows you to dig a wall, remove a tree, create ways.
This item has been sent to the Item's Vault.
Flamewrought (0 def, 2 armour)
Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Changes stats: +2 Cun / +3 Wil
Changes resistances: +10% fire
Changes damage: +5% fire
Mindpower: +2 (+1 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Flamespit (costing 5 power out of 24/24) :
Effective talent level: 3.0
Power cost: 5 out of 24/24.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 67.71 fire damage.
The damage will increase with your Mindpower.
These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.
This item has been sent to the Item's Vault.
Flamewrought (0 def, 2 armour)Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Changes stats: +2 Cun / +3 Wil
Changes resistances: +10% fire
Changes damage: +5% fire
Mindpower: +2 (+1 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Flamespit (costing 5 power out of 24/24) :
Effective talent level: 3.0
Power cost: 5 out of 24/24.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 67.71 fire damage.
The damage will increase with your Mindpower.
These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.
This item has been sent to the Item's Vault.
Helm of the Dwarven Emperors (0 def, 6 armour)
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes resistances: +10% darkness
Changes damage: +10% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +6
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.
Helm of the Dwarven Emperors (0 def, 6 armour)Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes resistances: +10% darkness
Changes damage: +10% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +6
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.
Prox's Lucky Halfling Foot
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+1 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turn
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
This item has been sent to the Item's Vault.
Prox's Lucky Halfling FootRequires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+1 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turn
A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
This item has been sent to the Item's Vault.
Eye of the Dreaming One
Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+3 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Sleep (costing 12 power out of 25/25) :
Effective talent level: 3.6
Power cost: 12 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep 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 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.
This ethereal eye stares eternally, as if seeing things that do not truly exist.
This item has been sent to the Item's Vault.
Eye of the Dreaming OneRequires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+3 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Sleep (costing 12 power out of 25/25) :
Effective talent level: 3.6
Power cost: 12 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep 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 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.
This ethereal eye stares eternally, as if seeing things that do not truly exist.
This item has been sent to the Item's Vault.
Xerurin (0 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Damage when hit (Melee): 6 mind
Changes stats: +4 Str / +2 Mag
Changes resistances: +21% acid / +9% all
Changes damage: +14% acid
Maximum psi: +40.00
Infravision radius: +2
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.
Xerurin (0 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Damage when hit (Melee): 6 mind
Changes stats: +4 Str / +2 Mag
Changes resistances: +21% acid / +9% all
Changes damage: +14% acid
Maximum psi: +40.00
Infravision radius: +2
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.
Shantiz the Stormblade (15-19.5 power, 20 apr)
Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 15.0 - 19.5
Uses stat: 100% Dex
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 15.0 - 19.5
Uses stat: 100% Dex
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.
Star (10-13 power, 0 apr)
Requires:
- Cunning 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
The star shines alone in a moonless sky.
Base power: 10.0 - 13.0
Uses stats: 20% Str, 20% Dex
Damage type: Light
Accuracy bonus: +0.3% crit chance (max 25%)
Attack speed: 125%
On weapon hit:
* Deal 70 Light damage.
When wielded/worn:
Light radius: +1
Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.
This item has been sent to the Item's Vault.
Star (10-13 power, 0 apr)Requires:
- Cunning 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
The star shines alone in a moonless sky.
Base power: 10.0 - 13.0
Uses stats: 20% Str, 20% Dex
Damage type: Light
Accuracy bonus: +0.3% crit chance (max 25%)
Attack speed: 125%
On weapon hit:
* Deal 70 Light damage.
When wielded/worn:
Light radius: +1
Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.
This item has been sent to the Item's Vault.
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
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Reduce targets accuracy and powers by 5 (stacks 5 times)
Damage (Melee): +14 % chance of confusion / +30 physical
When wielded/worn:
Accuracy: +12 (+4 eff.)
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.
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
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Reduce targets accuracy and powers by 5 (stacks 5 times)
Damage (Melee): +14 % chance of confusion / +30 physical
When wielded/worn:
Accuracy: +12 (+4 eff.)
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.