

Requires:
- Strength 16
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 3
When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+12 eff.)
Changes stats: +8 Cun
When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.
This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+10 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature
Changes damage: +10% acid / +10% nature / +10% mind
Physical save: +10 (+5 eff.)
Spell save: +10 (+5 eff.)
Mindpower: +10 (+3 eff.)
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 3
When wielded/worn:
Effects on melee hit:
* Slows global speed by 15%
Changes resistances penetration: +5% nature
Changes damage: +3% nature / +24% fire
Talent cooldown: Invoke Tentacle (+5 turn)
Talent granted: +1 Invoke Tentacle
It can be used to harden the skin for 7 turns increasing armour by 84 and armour hardiness by 50%, putting all charms on cooldown for 35 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour: +6
Defense: +5 (+3 eff.)
Maximum wards: +2 arcane
Changes damage: +30% arcane / +27% fire
Talents granted: +3 Ward +1 Command Staff
Psi when hit: +0.20
Maximum psi: +50.00
Spellpower: +15 (+4 eff.)
Spell crit. chance: +5%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Willpower 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
Type: weapon / mindstar ; tier 5
Base power: 16.5 - 18.2
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Crit. chance: +5.0%
Attack speed: 100%
Damage (radius 2) on crit: +16 blight / +16 lightning
When wielded/worn:
Damage when hit (Melee): 8 blight / 8 lightning
Changes resistances: +9% light
Changes resistances penetration: +20% blight
Changes damage: +17% lightning / +10% fire / +22% cold
Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection
Talent granted: +1 Attune Mindstar
Mindpower: +10 (+5 eff.)
Mental crit. chance: +5%
Light radius: +2
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Infused by nature
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 72.0 - 108.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
Damage (radius 2) on crit: +51 lightning / +49 cold
When wielded/worn:
Damage when hit (Melee): 8 fire
Changes stats: +5 Cun
Changes resistances penetration: +19% lightning / +23% cold / +15% mind
Changes damage: +18% fire
Maximum hate: +4.00
Mindpower: +10 (+4 eff.)
Mental crit. chance: +3%
Movement speed: +53%
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Infused by nature
3.00 Encumbrance.
Type: ammo / shot ; tier 5
Base power: 56.5 - 67.8
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +7.0%
Capacity: 22
On weapon hit:
* 20% chance to slow global speed by 51%
* 20 arcane resource burn
Damage (Ranged): +27 nature
Damage (radius 1) on hit: +20 nature
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
- Talent Shoot
Infused by nature
4.00 Encumbrance.
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +10
On weapon hit:
* 20% chance to reduce damage dealt by 20%
Damage (radius 2) on crit: +59 acid / +56 nature / +20 darkness
When wielded/worn:
Armour penetration: +23
Damage when hit (Melee): 4 darkness / 10 fire
Changes stats: +4 Wil
Changes resistances: +6% darkness
Changes resistances penetration: +24% acid / +24% nature
Mindpower: +10 (+4 eff.)
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
Type: armor / head ; tier 5
When wielded/worn:
Accuracy: +30 (+15 eff.)
Armour: +5
Defense: +15 (+6 eff.)
Fatigue: +5%
Changes stats: +2 Con
Changes resistances: +6% light
Changes resistances penetration: +15% light
Changes damage: +12% fire
Physical save: +19 (+9 eff.)
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
Type: armor / head ; tier 5
When wielded/worn:
Armour: +11
Fatigue: +5%
Damage when hit (Melee): 6 darkness
Changes stats: +3 Dex
Changes resistances: +3% mind
Changes resistances penetration: +5% darkness
Reduces incoming crit damage: 15.00%
Physical save: +19 (+9 eff.)
Poison immunity: +20%
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Infused by nature
3.00 Encumbrance.
Type: weapon / longsword ; tier 5
Base power: 43.0 - 60.2
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
Damage (radius 2) on crit: +36 acid / +19 nature
When wielded/worn:
Armour penetration: +12
Changes resistances: +12% lightning / +5% arcane / +9% mind
Changes resistances penetration: +11% acid / +18% nature
Changes damage: +12% acid / +6% mind
Hate when firing a critical mind attack: +4.00
Maximum psi: +50.00
Mental crit. chance: +4%
Sharp, long, and deadly.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour penetration: +3
Armour: +8
Defense: +20 (+7 eff.)
Fatigue: +8%
Changes resistances: +12% acid / +6% temporal / +12% darkness / +6% blight / +30% cold / +6% nature / +12% lightning
Cut immunity: +20%
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
It is part of a set of items.
Oddly it never produces a hat.
When wielded/worn:
Armour: +3
Defense: +9 (+2 eff.)
Damage when hit (Melee): 20 physical / 10 temporal
Changes stats: +5 Mag / +3 Wil
Changes resistances: +10% temporal / +10% physical / +13% all
Changes resistances penetration: +20% temporal / +20% physical
Changes damage: +20% temporal / +20% physical
Spellpower: +23 (+5 eff.)
It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) :
Effective talent level: 1.0
Power cost: 50 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10 (+3 eff.)
Damage when hit (Melee): 15 arcane
Changes stats: +6 Mag / +6 Wil / +6 Cun
Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all
Changes damage: +12% all
Spell save: +20 (+7 eff.)
Mental save: +15 (+5 eff.)
Silence immunity: +50%
Mana each turn: +2.00
Spellpower: +15 (+4 eff.)
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.