

Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
Type: armor / belt ; tier 1
When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +3% darkness
Changes resistances penetration: +10% mind
Equilibrium when hit: +0.08
Maximum life: +33.00
Maximum hate: +2.00
Mindpower: +5 (+5 eff.)
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Strength 11
Crafted by a master
3.00 Encumbrance.
Type: weapon / waraxe ; tier 1
Base power: 12.5 - 17.5
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +8 (+3 eff.)
Changes stats: +2 Dex
Changes resistances: +3% acid
Spell save: +9 (+5 eff.)
Disease immunity: +20%
Stun/Freeze immunity: +10%
Teleport immunity: +10%
Life regen: +4.00
Combat speed: +10%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
One-handed war axes.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes resistances: +9% all
Changes damage: +7% all
Spell save: +17 (+9 eff.)
Spellpower: +13 (+5 eff.)
Spell crit. chance: +2%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


grounding iron helm of absorption (0 def, 3 armour)
Requires:
- Heavy armour training
Infused by nature
3.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +5%
Changes resistances: +6% lightning / +5% temporal
Stamina when hit: +0.80
Equilibrium when hit: +0.80
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.


Requires:
- Level 15
2.00 Encumbrance.
[Unique]
Type: misc / tool ; tier 2
When wielded/worn:
Changes stats: +8 Cun
Changes resistances: +15% lightning
Changes damage: +15% lightning
Physical save: +18 (+9 eff.)
This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 1
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce armor by 30%
Changes stats: +1 Wil
Changes resistances penetration: +5% mind / +5% fire
Critical mult.: +10.00%
Psi when hit: +0.16
Maximum hate: +4.00
It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 20 turns.
When used:
* Increase all damage penetration by 12% for 2 turns.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 16
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
Type: ammo / shot ; tier 2
Base power: 21.5 - 25.8
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +11.5%
Capacity: 15
On weapon hit:
* 20% chance to knock the target back 3 spaces and deal 16 physical damage
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (Ranged): +5 physical
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: lite / lite ; tier 1
When wielded/worn:
Damage when hit (Melee): 4 blight
Changes resistances: +3% fire
Changes damage: +3% arcane
Physical save: +6 (+3 eff.)
Stun/Freeze immunity: +20%
Maximum vim: +10.00
Spellpower: +10 (+4 eff.)
Light radius: +3
Healing mod.: +11%
A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: lite / lite ; tier 1
When wielded/worn:
Changes stats: +2 Mag
Changes damage: +9% fire
Mental save: +6 (+3 eff.)
Vim when firing critical spell: +2.00
Spellpower on spell critical (stacks up to 3 times): +2
Light radius: +3
See stealth: +6
See invisible: +6
Damage Shield penetration: +20%
A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Infused by arcane disrupting forces
3.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +5%
Changes resistances: +6% nature / +5% blight
Reduces incoming crit damage: 15.00%
Physical save: +3 (+1 eff.)
Spell save: +9 (+5 eff.)
Mental save: +3 (+1 eff.)
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.


Requires:
- Level 15
Infused by arcane disrupting forces
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Accuracy: +4 (+2 eff.)
Armour penetration: +5
Physical power: +4 (+2 eff.)
Armour: +7
Changes resistances: +7% blight
Spell save: +8 (+4 eff.)
Mental save: +7 (+3 eff.)
Maximum life: +44.00
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 15
Powered by arcane forces
0.10 Encumbrance.
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and usable during Aether Avatar
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 950% for 10 turns (0 total) and instantly restoring 48 mana.
Also when resting your mana will regenerate at 0.5 per turn.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Powered by arcane forces
3.00 Encumbrance.
Type: weapon / greatsword ; tier 2
It must be held with both hands.
Base power: 27.5 - 44.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.0%
Attack speed: 100%
When this weapon hits: Epidemic (20% chance level 2).
On weapon hit:
* 9% chance to reduce strength, dexterity, and constitution by 20
Damage (Melee): +10 blight
When wielded/worn:
Disease immunity: +18%
Massive two-handed swords.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / rod ; tier 2
It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5)
Activation costs 30 power out of 30/30.
You can feel magic draining out around this rod. Even nature itself seems affected.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Infused by psionic forces
2.00 Encumbrance.
[Cosmetic Item]
Type: armor / cloth ; tier 1
When wielded/worn:
Changes resistances: +15% nature / +7% all
Changes damage: +10% nature
Mental save: +15 (+7 eff.)
Mindpower: +2 (+2 eff.)
Mental crit. chance: +2%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / longsword ; tier 2
Base power: 14.5 - 20.3
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 16% chance to reduce all saves and defense by 7
Damage (Melee): +8 mind / +8 cold
Damage (radius 2) on crit: +33 fire
When wielded/worn:
Accuracy: +7 (+3 eff.)
Armour penetration: +7
Changes stats: +3 Cun / +3 Wil
Changes resistances: +6% darkness / +6% cold
Changes resistances penetration: +9% fire / +9% physical
Changes damage: +21% cold
Global speed: +3%
Sharp, long, and deadly.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
Type: armor / belt ; tier 1
When wielded/worn:
Changes stats: +4 Dex / +4 Mag / +4 Cun / +6 Lck
Trap disarming bonus: +7
Stealth bonus: +6
Mana each turn: +0.10
Maximum mana: +25.00
Infravision radius: +4
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Infused by nature
Crafted by a master
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 20.5 - 26.7
Uses stats: 50% Str, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50%
When wielded/worn:
Physical crit. chance: +9.0%
Physical power: +9 (+3 eff.)
Changes stats: +5 Str / +4 Dex / +5 Mag / +6 Wil / +5 Cun / +7 Con
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
- Talent Steam Pool
Powered by arcane forces
Powered by steamtech
3.00 Encumbrance.
Type: weapon / steamsaw ; tier 2
Base power: 12.5 - 18.8
Uses stat: 100% Str
Damage type: Physical bleed
Accuracy bonus: +0.2% crit chance (max 25%)
Crit. chance: +2.0%
Attack speed: 100%
Block value: +27
On weapon hit:
* Create an explosion dealing 68 lightning damage (1/turn)
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +3
Defense: +4 (+2 eff.)
Fatigue: +6%
Changes resistances penetration: +5% lightning
Changes damage: +7% lightning
Talent granted: +1 Block
Steamsaws use steam pressure to rotate a serrated metal blade at high speed.
Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking).
They can be wielded in the main or off hand.
Vrmmmmm!
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Infused by nature
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 3
It must be held with both hands.
Base power: 31.5 - 47.2
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +6.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +10 Con / +12 Wil
Maximum life: +56.00
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Base power: 18.5 - 27.8
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +2
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Epidemic (20% chance level 2).
On weapon hit:
* 9% chance to reduce strength, dexterity, and constitution by 21
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (Melee): +12 blight
When wielded/worn:
Physical crit. chance: +7.0%
Disease immunity: +17%
Massive two-handed battleaxes.
This item has been sent to the Item's Vault.


Requires:
- Cunning 10
- Dexterity 10
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 25.0 - 32.5
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+8 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+7 eff.)
Disarm immunity: +50%
Can block like a shield, potentially disarming the enemy.
This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +3 Mag
Changes resistances: +27% acid / +2% physical / +9% all
Changes resistances penetration: +7% temporal / +7% physical
Changes damage: +9% temporal / +8% physical
Mental save: +12 (+6 eff.)
Disease immunity: +20%
Reduces paradox anomalies(equivalent to willpower): +11
A cloth vestment. It offers no intrinsic protection but can be enchanted.
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 (+1 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.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+6 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.


Requires:
- Strength 18
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / waraxe ; tier 1
Base power: 20.0 - 28.0
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +12.0%
Attack speed: 100%
Lifesteal (this weapon only): +10%
Damage conversion: 25% blight
When wielded/worn:
Changes damage: +8% blight
A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +18% fire / +10% darkness / +10% nature
Changes damage: +10% fire
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Fire Breath (costing 24 power out of 24/24) :
Effective talent level: 2.0
Power cost: 24 out of 24/24.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 143.69 fire damage over 3 turns.
The damage will increase with your Strength and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.
These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by arcane disrupting forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: charm / totem ; tier 2
When wielded/worn:
Changes stats: +8 Wil
Changes damage: +12% mind
Mindpower: +10 (+9 eff.)
It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower)
Activation costs 25 power out of 25/25.
During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city.
Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths.
This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind.
This item has been sent to the Item's Vault.