

Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff
It is part of a set of items.
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Mag
Changes damage: +20% acid / +20% cold
Critical mult.: +20.00%
Mental save: +8 (+3 eff.)
Confusion immunity: +20%
Maximum mana: +50.00
Spell crit. chance: +8%
The bottom part of Telos' broken staff.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes resistances: +11% mind / +9% fire
Changes resistances penetration: +25% mind
Changes damage: +41% mind / +12% fire
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: gem / multi-hued ; tier 5
It is part of a set of items.
When wielded/worn:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances: +30% mind
Confusion immunity: +30%
Fear immunity: +30%
Light radius: +2
When carried:
Light radius: +2
When used to imbue an object:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances: +30% mind
Confusion immunity: +30%
Fear immunity: +30%
Light radius: +2
Latent Damage Type: Blight
It can be used to combine with a staff
Activation costs 1 power out of 1/1.
A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +21 (+5 eff.)
Armour: +3
Damage when hit (Melee): 12 cold
Changes stats: +5 Dex / +7 Cun
Changes resistances: +15% mind
Changes resistances penetration: +20% darkness
Changes damage: +37% mind
Mental save: +15 (+4 eff.)
Equilibrium when hit: +0.24
Mindpower: +25 (+7 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
0.10 Encumbrance.
Type: jewelry / amulet ; tier 4
When wielded/worn:
Accuracy: +9 (+2 eff.)
Armour penetration: +18
Effects on melee hit:
* 25% chance to reduce armor by 54%
Changes resistances: +18% acid / +6% temporal
Changes damage: +18% mind
Critical mult.: +42.82%
Disarm immunity: +25%
Psi when hit: +0.36
Mindpower: +10 (+2 eff.)
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
2.50 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It is part of a set of items.
Base power: 35.0 - 42.0
Uses stat: 150% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +35% cold
Talent granted: +1 Command Staff
Mental save: +8 (+3 eff.)
Spellpower: +30 (+7 eff.)
Spell crit. chance: +15%
The top part of Telos' broken staff.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce damage dealt by 24%
Damage when hit (Melee): 6 darkness
Changes stats: +6 Cun
Changes resistances: +3% nature
Changes resistances penetration: +10% nature
Critical mult.: +15.00%
It can be used to heal yourself and all friendly characters within 10 spaces for 200
Activation puts all charms on cooldown for 15 turns.
When used:
* Cleanse 2 total effects of type disease, wound, or poison.
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 unknown forces
0.00 Encumbrance.
[Legendary]
Type: weird / tentacle ; tier 3
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con
Fully Charged!
Activating this item is instant.
It can be used to reduce the duration of all detrimental effects
Activation costs 10 power out of 10/10.
A tiny tentacle. It is rather cute and squishy.
Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.
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 (+4 eff.)
Damage when hit (Melee): 34 darkness
Changes damage: +9% all
Grants telepathy: Demon/Major Demon/Minor
Spellpower: +16 (+3 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:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
1.50 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +44 (+20 eff.)
Armour penetration: +15
Armour: +3
Fatigue: +5%
Damage (Melee): 15 lightning
Changes stats: +9 Cun / +15 Dex
Changes resistances: +12% lightning / +9% blight / +3% fire / +6% arcane / +9% cold
Changes damage: +9% lightning
Physical save: +9 (+3 eff.)
Mental save: +13 (+4 eff.)
Blindness immunity: +10%
Disease immunity: +24%
Disarm immunity: +50%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.


Requires:
- Strength 14
Infused by nature
Crafted by a master
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +4
Defense: +6 (+1 eff.)
Fatigue: +7%
Effects on melee hit:
* 10 arcane resource burn
Changes stats: +2 Wil
Changes resistances: +33% lightning / +6% cold / +13% darkness / +13% blight
Spell save: +9 (+5 eff.)
Light radius: +1
A suit of armour made of leather.
This item has been sent to the Item's Vault.