

Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 2
When wielded/worn:
Effects on melee hit:
* 30% chance to daze
* 15% chance to inflict damage reduction
Changes resistances: +9% darkness / +6% lightning
Maximum wards: +4 acid / +4 nature / +4 light
Changes damage: +6% lightning
Talent granted: +2 Ward
It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +3
Fatigue: +3%
Changes stats: +7 Str / +14 Dex / +5 Mag / +3 Wil / +2 Cun / +8 Con / +19 Lck
Changes resistances penetration: +5% acid
Changes damage: +8% physical
Stealth bonus: +20
Spellpower: +5 (+2 eff.)
Light radius: +3
See invisible: +3
Size category: +1
It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 23 turns.
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Talent Armour Training
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Physical power: +9 (+2 eff.)
Armour: +6
Defense: +2 (+1 eff.)
Ranged Defense: +2 (+1 eff.)
Fatigue: +4%
Damage when hit (Melee): 8 physical
Changes stats: +7 Str / +5 Wil
Changes resistances: +10% acid / +8% physical / +9% darkness / +11% lightning / +6% blight / +11% cold / +5% arcane / +10% fire
Changes damage: +3% arcane
Physical save: +31 (+10 eff.)
Stamina when hit: +1.80
Equilibrium when hit: +2.10
It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown :
Effective talent level: 3.0
Power cost: 18 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 164.9 Physical damage.
If the attack hits, the target is confused (44% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power and chance increase with your Dexterity and Accuracy.
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.


steel dagger 'Radiancequench' (11-14.3 power, 6 apr)
Requires:
- Dexterity 16
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 2
Base power: 11.0 - 14.3
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +6
Physical crit. chance: +5.0%
Attack speed: 125%
On weapon hit:
* 40% chance to blind
* 12% chance to disease
On weapon crit:
* wounds the target reducing their healing
* splashes the target with acid
Damage (Melee): +9 acid / +12 light / +12 blight / +11 cold
Burst (radius 1) on hit: +4 arcane / +12 light
When wielded/worn:
Accuracy: +16 (+3 eff.)
Armour penetration: +24
Physical crit. chance: +38.0%
Physical power: +16 (+3 eff.)
Damage when hit (Melee): 20 light
Changes stats: +8 Dex / +2 Con
Changes damage: +6% blight
Grants telepathy: Dragon Humanoid/Orc
Critical mult.: +36.00%
Reduces incoming crit damage: 5.00%
Sharp, short and deadly.
This item has been sent to the Item's Vault.