

Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns.
Also removes cross-tier effects of the affected types for free.
It can be used to inscribe your skin with the infusion..
This wild infusion has evolved.
This item has been sent to the Item's Vault.


Requires:
- Cunning 25
- Talent Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +6
Defense: +3 (+2 eff.)
Fatigue: +4%
Changes stats: +3 Con / +10 Wil
Changes resistances: +8% physical
Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control
Mindpower: +5 (+2 eff.)
It can be used to activate talent Indomitable (costing 53 power out of 60/60) :
Effective talent level: 1.0
Power cost: 53 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns.
This talent takes no time to use.
This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+4 eff.)
Changes stats: +6 Cun / +8 Wil
Changes resistances penetration: +15% nature
Changes damage: +20% nature
Talent mastery: +0.10 Wild-gift / Moss
Mental save: +12 (+6 eff.)
Blindness immunity: +100%
Infravision radius: +2
See stealth: +15
See invisible: +15
It can be used to activate talent Earth's Eyes (costing 31 power out of 35/35) :
Effective talent level: 2.0
Power cost: 31 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Using your connection to Nature, you can see your surrounding area in a radius of 8.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4.
This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3
When wielded/worn:
Fatigue: -5%
Changes stats: +7 Dex / +1 Mag / +5 Cun / +5 Con
Life regen: +0.60
Stamina each turn: +0.70
Mana each turn: +0.10
Spellpower on spell critical (stacks up to 3 times): +4
Maximum mana: +22.00
Movement speed: +10%
Amulets can have magical properties.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 28
- Talent Shoot
- Talent Steam Pool
Powered by steamtech
4.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 3
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +12
Attack speed: 100%
Firing range: +6
Travel speed: +600%
Attacks use: 2.0 Steam
When wielded/worn:
Ammo reloads per turn: +1
Damage against: +15% Humanoid / +15% Giant
Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns)
A finely crafted gun, designed specifically to kill orcs. And giants somehow!
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
Burst (radius 1) on hit: +4 arcane
When wielded/worn:
Physical crit. chance: +9.0%
Effects on melee hit:
* 30% chance to daze at end of turn
Damage (Melee): 20 fire
Changes resistances penetration: +10% lightning
Changes damage: +25% fire
Talent granted: +1 Command Staff
Critical mult.: +41.00%
Mana each turn: +0.26
Spellpower: +32 (+17 eff.)
Spell crit. chance: +4%
See invisible: +6
It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: weapon / waraxe ; tier 4
Base power: 31.5 - 44.1
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +5
Crit. chance: +6.5%
Attack speed: 100%
Damage Shield penetration (this weapon only): +10%
Burst (radius 1) on hit: +13 fire
When wielded/worn:
Accuracy: +8 (+4 eff.)
Armour penetration: +8
Physical crit. chance: +7.0%
Defense: +9 (+4 eff.)
Changes resistances: +3% nature
Critical mult.: +24.00%
Disarm immunity: +29%
Maximum vim: +20.00
Spellpower: +2 (+2 eff.)
One-handed war axes.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
- Talent Shoot
- Talent Steam Pool
Powered by steamtech
4.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 2
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +10
Attack speed: 100%
Firing range: +8
Travel speed: +600%
Damage (Ranged): +15 physical
Attacks use: 2.0 Steam
When wielded/worn:
Accuracy: +5 (+2 eff.)
Physical crit. chance: +4.0%
Changes stats: +2 Con
Talent granted: +3 Ceasefire
It's said that Talosis never lost an argument. Now you know why.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Physical crit. chance: +8.0%
Armour: +12
Defense: +15 (+6 eff.)
Damage (Melee): 15 light / 30 fire
Damage (Ranged): 15 light / 30 fire
Damage when hit (Melee): 30 fire
Changes stats: +6 Cun / +6 Mag
Changes resistances: +20% fire / +12% light / -5% cold
Changes resistances penetration: +10% light / +15% fire
Changes damage: +20% fire / +5% light / +10% all
Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire
Critical mult.: +20.00%
Spellpower: +15 (+8 eff.)
Spell crit. chance: +10%
It can be used to activate talent Blastwave (costing 12 power out of 16/16) :
Effective talent level: 4.0
Power cost: 12 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 102.27 fire damage over 3 turns.
The damage will increase with your Spellpower.
This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +12 (+5 eff.)
Fatigue: +7%
Changes stats: +4 Con
Talent mastery: -0.20 Cunning / Stealth
Maximum life: +40.00
Infravision radius: +3
The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
Type: weapon / dagger ; tier 5
Base power: 40.0 - 52.0
Uses stats: 40% Wil, 45% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +9
Crit. chance: +10.0%
Attack speed: 100%
When this weapon hits: Epidemic (10% chance level 5).
On weapon hit:
* 4% chance to disease
Damage (Melee): +12 blight
When wielded/worn:
Armour penetration: +12
Physical crit. chance: +8.0%
Critical mult.: +8.00%
Disease immunity: +24%
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stats: 150% Mag, 40% Wil
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+5 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).
This unique-looking staff is carved with runes of destruction.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
- Talent Heavy Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
When wielded/worn:
Armour: +2
Defense: +8 (+4 eff.)
Ranged Defense: +8 (+4 eff.)
Fatigue: +6%
Changes stats: +5 Wil
Changes resistances: +25% blight / +25% darkness
Talent granted: +3 Block
Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.


Requires:
- Willpower 28
- Strength 20
- Talent Heavy Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When wielded/worn:
Armour: +15
Defense: +17 (+7 eff.)
Ranged Defense: +17 (+7 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +5 Block
Mental save: +18 (+6 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+2 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 56.00 to 70.00 light damage (based on Willpower and Cunning), costing 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 82.0 - 123.0
Uses stats: 40% Wil, 120% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +7
Crit. chance: +4.0%
Attack speed: 100%
When this weapon hits: Flameshock (10% chance level 3).
Damage (Melee): +30 fire
When wielded/worn:
Changes damage: +15% physical
The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself.
This item has been sent to the Item's Vault.


Requires:
- Magic 16
Powered by arcane forces
Infused by nature
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stats: 80% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 4 mind
Changes stats: +3 Con
Changes resistances penetration: +8% cold
Changes damage: +15% cold
Talent granted: +1 Command Staff
Critical mult.: +10.00%
Life regen: +0.50
Maximum hate: +4.00
Spellpower: +10 (+5 eff.)
Spell crit. chance: +7%
Healing mod.: +12%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Powered by arcane forces
12.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 96.0 - 144.0
Uses stats: 40% Wil, 140% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +22
Crit. chance: +10.0%
Attack speed: 83%
On weapon hit:
* 50% chance to disease
* Blasts creatures in a radius 1 shockwave around your target for 315.53 to 946.59 physical damage (based on Strength).
Damage conversion: 20% blight
When wielded/worn:
Changes damage: +12% physical
Critical mult.: +40.00%
Knockback immunity: +30%
It can be used to knock away other craatures within radius 4), dealing 828.44 to 1656.88 physical damage (based on Strength) to each, costing 50 power out of 50/50.
The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Powered by arcane forces
12.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 96.0 - 144.0
Uses stats: 40% Wil, 140% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +22
Crit. chance: +10.0%
Attack speed: 83%
On weapon hit:
* 50% chance to disease
* Blasts creatures in a radius 1 shockwave around your target for 315.53 to 946.59 physical damage (based on Strength).
Damage conversion: 20% blight
When wielded/worn:
Changes damage: +12% physical
Critical mult.: +40.00%
Knockback immunity: +30%
It can be used to knock away other craatures within radius 4), dealing 828.44 to 1656.88 physical damage (based on Strength) to each, costing 50 power out of 50/50.
The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 30
- Talent Shoot
- Talent Steam Pool
Powered by steamtech
4.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 5
It must be held with both hands.
It can be used as a weapon and offhand.
Base power: 0.0 - 0.0
Uses stat: 40% Wil
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +25
Attack speed: 67%
Dam. multiplier: 250%
Firing range: +10
Travel speed: +600%
Shots beam through all targets.
Attacks use: 6.0 Steam
Activating this item is instant.
It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 20 power out of 20/20.
This gun has an absurdly long barrel. You wonder for whom it may have been designed.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
- Talent Heavy Armour Training (level 2)
Powered by arcane forces
7.00 Encumbrance.
Type: armor / shield ; tier 5
When wielded/worn:
Armour: +3
Defense: +12 (+5 eff.)
Ranged Defense: +12 (+5 eff.)
Fatigue: +14%
Damage when hit (Melee): 12 temporal
Changes resistances: +20% temporal / +12% light / +10% darkness
Talent granted: +5 Block
Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers
Activating this item is instant.
It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (288) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage).
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%.
The shield's max absorption will increase with your Spellpower.
Handheld deflection devices.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
3.00 Encumbrance.
Type: ammo / arrow ; tier 5
Base power: 52.5 - 73.5
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +18
Crit. chance: +3.0%
Capacity: 24
On weapon crit:
* splashes the target with acid
Damage (Ranged): +30 acid / +32 light
Burst (radius 1) on hit: +16 light
Burst (radius 2) on crit: +8 arcane / +32 light
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Powered by arcane forces
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 5
Base power: 35.0 - 42.0
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +8
Crit. chance: +2.0%
Capacity: 16
On weapon hit:
* a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them.
Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them!
This item has been sent to the Item's Vault.


Requires:
- Dexterity 16
Infused by arcane disrupting forces
3.00 Encumbrance.
Type: ammo / arrow ; tier 2
Base power: 18.5 - 25.9
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +1.5%
Capacity: 15
On weapon hit:
* 14% chance to slow global speed by 31%
* 20% chance to reduce armor by 34%
Damage (Ranged): +20 acid / +8 mind / +16 lightning
Damage (radius 1) on hit: +8 lightning
Damage (radius 2) on crit: +4 mind
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Damage (Melee): 10 light
Damage (Ranged): 16 light
Changes stats: +4 Cun / +5 Mag
Changes damage: +12% light
Spellpower: +6 (+2 eff.)
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 1
When wielded/worn:
Changes resistances: +10% lightning / +10% cold
Changes damage: +10% lightning / +10% cold
A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn.
It can be used to activate talent Call Lightning (costing 15 power out of 30/30) :
Effective talent level: 1.0
Power cost: 15 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 17.65 to 52.96 lightning damage (35.31 average).
The damage will increase with your Mindpower.
This hat's broad brim protects you from biting colds and sudden storms.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 15
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 1
Base power: 17.0 - 18.7
Uses stat: 100% Dex
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 125%
On weapon crit:
* Focus the lightning forces on an enemy
Damage conversion: 50% dazing lightning
When wielded/worn:
Accuracy: +7 (+3 eff.)
Changes damage: +10% lightning
It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.11 to 48.33 lightning damage (based on Magic and Dexterity)
Activation costs 10 power out of 10/10.
This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 14
Powered by arcane forces
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+2 eff.)
Fatigue: +12%
Changes stats: +2 Str / +2 Con
Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Technique / Bloodthirst
Life regen: +3.00
Healing mod.: +30%
Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.
This item has been sent to the Item's Vault.