

Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Armour: +3
Fatigue: +3%
Changes stats: +3 Str
Changes resistances: +5% arcane / +9% temporal
Changes damage: +12% temporal
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +2 Dex / +13 Mag / +3 Wil
Changes damage: +11% acid / +13% fire / +12% cold / +12% lightning
Grants telepathy: Dragon
Mental save: +9 (+3 eff.)
Confusion immunity: +18%
Spellpower: +10 (+2 eff.)
Spell crit. chance: +10%
Mindpower: +10 (+4 eff.)
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
Amulets can have magical properties.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 1
When wielded/worn:
Defense: +7 (+3 eff.)
Effects on melee hit:
* 40% chance to gain 10% of a turn (3/turn limit)
* 15% chance to corrode armour by 30%
Changes resistances: +12% acid
Changes resistances penetration: +25% acid
Physical save: +7 (+3 eff.)
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +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.


Requires:
- Dexterity 24
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 3
Base power: 15.0 - 19.5
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
When this weapon hits: Netherblast (20% chance level 3).
On weapon hit:
* 40% chance to disease
* Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target)
Damage (Melee): +4 lightning / +7 temporal / +9 nature
Burst (radius 2) on crit: +9 ice
When wielded/worn:
Armour: +7
Changes resistances penetration: +10% lightning / +6% cold
Changes damage: +3% blight
Talent on hit(spell): Netherblast (20% chance level 3).
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 16
Powered by arcane forces
1.00 Encumbrance.
Type: weapon / dagger ; tier 2
Base power: 12.5 - 16.3
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
On weapon crit:
* splashes the target with acid
Damage (Melee): +8 acid
When wielded/worn:
Armour: +4
Defense: +9 (+3 eff.)
Ranged Defense: +9 (+3 eff.)
Effects on melee hit:
* 30% chance to corrode armour by 30%
Changes resistances: +9% nature / +6% lightning
Spell save: +30 (+10 eff.)
Poison immunity: +10%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+3 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+2 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Changes stats: +2 Mag
Changes resistances: +9% darkness
Critical mult.: +10.00%
Mana each turn: +0.16
Mana when firing critical spell: +2.00
Spellpower: +12 (+2 eff.)
Light radius: +7
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
A normal brass lantern, enhanced by alchemy to make it brighter.
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:
Changes resistances: +15% temporal
Talents cooldown: Rushing Claws (-1 turn) Lay Web (-1 turn)
Talents granted: +3 Rushing Claws +2 Lay Web
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50%, putting all charms on cooldown for 18 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
Crafted by a master
1.00 Encumbrance.
Type: armor / belt ; tier 3
When wielded/worn:
Physical crit. chance: +11.0%
Effects on melee hit:
* Slows global speed by 32%
Changes stats: +5 Cun / +5 Dex
Changes resistances: +6% mind / +6% temporal / +15% nature / +3% light
Mental save: +9 (+3 eff.)
Silence immunity: +10%
Stun/Freeze immunity: +10%
Mental crit. chance: +11%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Fatigue: -5%
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 12 arcane
Changes resistances: +15% mind
Changes resistances penetration: +20% arcane
Stamina each turn: +0.90
Maximum life: +60.00
Movement speed: +10%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Powered by arcane forces
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +8
Defense: +14 (+5 eff.)
Ranged Defense: +10 (+3 eff.)
Fatigue: +8%
Damage (Melee): 9 darkness
Damage (Ranged): 8 darkness
Changes stats: +4 Dex
Changes resistances: +22% darkness / +20% temporal
Movement speed: +20%
Defense after a teleport: +26
Resist all after a teleport: +21%
New effects duration reduction after a teleport: +23%
It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 23 turns.
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 / feet ; tier 4
When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +25% arcane
Changes damage: +25% arcane
Spellpower: +15 (+6 eff.)
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
Creates an arcane explosion dealing 40 arcane damage based on magic in a radius of 3 around the user after any teleport.
It can be used to phase door up to range 6, within radius 2 of the target location
Activation costs 24 power out of 24/24.
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.