

Vargh Redemption
Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +4 Wil / +6 Con
Changes resistances: +10% nature / +25% cold
Changes damage: +15% cold
Maximum mana: +20.00
Maximum stamina: +20.00
Maximum psi: +20.00
Maximum air capacity: +50.00
It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.89 cold and 18.89 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60.
This azure ring seems to be always moist to the touch.
This item has been sent to the Item's Vault.


Coral Spray (8 def, 8 armour, 48 block)
Requires:
- Strength 16
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 1
When wielded/worn:
Armour: +8
Defense: +8 (+3 eff.)
Fatigue: +12%
Changes resistances: +15% cold / +10% fire
Talent granted: +2 Block
Maximum air capacity: +20.00
Special effect on block: Chance that a blast of icy cold water will spray at the target.
A chunk of jagged coral, dredged from the ocean.
This item has been sent to the Item's Vault.


Lunar Shield (12 def, 7 armour, 250 block)
Requires:
- Strength 35
- Talent Armour Training (level 2)
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
When wielded/worn:
Armour: +7
Defense: +12 (+4 eff.)
Ranged Defense: +5 (+2 eff.)
Fatigue: +2%
Changes resistances: +25% darkness
Changes damage: +15% darkness
Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight
Talent granted: +5 Block
Spellpower: +10 (+4 eff.)
Light radius: +1
Talent on hit(spell): Moonlight Ray (10% chance level 2).
A large section of chitin removed from Nimisil. It continues to give off a strange white glow.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Crafted by a master
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 40.0 - 56.0
Uses stat: 101% Wil
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Physical crit. chance: +4.0%
Attack speed: 100%
On weapon crit:
* grows in power
On weapon kill:
* grows dramatically in power
Damage (Melee): +18 draining blight
When wielded/worn:
Changes damage: +5% blight
Critical mult.: +0.00%
Cut immunity: -25%
Maximum vim: +20.00
Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength.
This item has been sent to the Item's Vault.


Requires:
- Willpower 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 5
Base power: 22.0 - 24.2
Uses stats: 60% Wil, 20% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +6 Wil
Changes resistances: +20% mind
Changes resistances penetration: +20% mind
Changes damage: +20% mind
Confusion immunity: +30%
Mindpower: +18 (+5 eff.)
Mental crit. chance: +9%
It can be used to activate talent Wayist (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: 4
Travel Speed: instantaneous
Is: a mind power
Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side for 6 turns.
The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts.
This item has been sent to the Item's Vault.


Requires:
- Talent Armour Training
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Armour penetration: +15
Physical power: +12 (+2 eff.)
Armour: +12
Defense: +2 (+1 eff.)
Fatigue: +8%
Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator
Spell save: +10 (+9 eff.)
Mental save: +10 (+4 eff.)
Stun/Freeze immunity: +40%
Maximum life: +80.00
Activating this item is instant.
It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32.
These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +4 Wil
Damage affinity(heal): +15% nature
Life regen: +0.20
Mindpower: +5 (+2 eff.)
Enhances the effectiveness of Meditation by 20%
It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) :
Effective talent level: 2.0
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Touch a target (or yourself) to infuse it with Nature, healing it for 228 (this heal does not work on undead).
The amount healed will increase with your Mindpower.
This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: gem / white ; tier 3
When carried:
Light radius: +1
It can be used to map surroundings within range 20, costing 30 power out of 30/30.
The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it.
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 1
When wielded/worn:
Damage (Melee): 5 mind
Damage (Ranged): 5 mind
Mindpower: +5 (+2 eff.)
See stealth: +10
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +8% nature / +8% physical
Physical save: +8 (+4 eff.)
Life regen: +0.15
Healing mod.: +20%
This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
It is part of a set of items.
This would be great with a mighty matching belt.
When wielded/worn:
Armour: +2
Changes stats: +4 Str
Changes resistances: +10% lightning / +10% cold
Knockback immunity: +50%
Maximum life: +60.00
When used to modify unarmed attacks:
Base power: 17.0 - 18.7
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% crit / acc
Armour Penetration: +1
Physical crit. chance: +4.0%
Attack speed: 167%
When this weapon hits: Call Lightning (25% chance level 5).
Damage (Melee): +10 lightning / +10 cold
It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) :
Effective talent level: 2.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Throws a huge boulder at a target, damaging it for 102.83 and knocking it back 5 tiles.
The damage will increase with your Strength.
Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.
This item has been sent to the Item's Vault.


Wheel of Fate
Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1.
"This isn't what I wished for!" - Howar Muransk, Cornac demonologist.
This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?
This item has been sent to the Item's Vault.


Great Caller (10-11 power, 18 apr, nature damage)
Requires:
- Willpower 34
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 3
Base power: 10.0 - 11.0
Uses stats: 35% Wil, 50% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Physical crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +3 Wil
Changes damage: +8% fire / +8% physical / +8% cold
Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced)
Mindpower: +12 (+4 eff.)
Mental crit. chance: +6%
Heals friendly targets nearby when you use a nature summon: +30
Max wilder summons: +2
It can be used to activate talent Rage (costing 16 power out of 16/16) :
Effective talent level: 4.0
Power cost: 16 out of 16/16.
Range: 10
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Induces a killing rage in one of your summons, increasing all its stats by 12 for 10 turns.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.


Stormlash (17-18.7 power, 7 apr)
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.pwr / acc
Armour Penetration: +7
Physical crit. chance: +5.0%
Attack speed: 125%
Damage conversion: 50% dazing lightning
When wielded/worn:
Accuracy: +7 (+2 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 13.33 to 40.00 lightning damage (based on Magic and Dexterity), costing 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:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 365 damage for 5 turns.
The effect will scale with your magic stat.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune..
You can see your own image mirrored in the surface of this silvery rune.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 17
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 20.0 - 26.0
Uses stats: 45% Str, 45% Dex
Damage type: Physical
Accuracy bonus: +0.5% APR / acc
Armour Penetration: +10
Physical crit. chance: +12.0%
Attack speed: 100%
Lifesteal (this weapon only): +6%
Damage (Melee): +10 blight / +10 fire burn
Burst (radius 2) on crit: +20 infective blight / +20 fire
When wielded/worn:
Changes stats: +5 Mag
Changes resistances: +10% blight / +10% fire
This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.
This item has been sent to the Item's Vault.


Requires:
- Strength 25
- Talent Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 2
When wielded/worn:
Armour: +10
Defense: +9 (+5 eff.)
Fatigue: +14%
Changes resistances: +20% cold / +20% darkness / +20% nature
Talent granted: +3 Block
The barkwood of Wrathroot, made into roughly the shape of a shield.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Defense: +5 (+3 eff.)
Changes stats: +4 Wil / +2 Con
Changes damage: +7% temporal
Reduces paradox anomalies(equivalent to willpower): +10
An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul.
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 (+6 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:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 120% Mag
Damage type: Nature
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes resistances: +30% blight
Damage affinity(heal): +20% nature
Spellpower: +15 (+5 eff.)
Spell crit. chance: +10%
It can be used to cure up to 5 diseases or poisons (based on Magic), costing 10 power out of 60/60.
A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze.
This item has been sent to the Item's Vault.


Requires:
- Level 15
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 1
When wielded/worn:
Revealing, pink, fun.
If you never take it off and win you will gain a neat achievement and bragging rights!
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: 24.0 - 28.8
Uses stat: 150% Mag
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% blight / +20% fire
Spellpower: +27 (+14 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 10 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +20% cold
Changes resistances penetration: +10% cold
Changes damage: +15% cold
Talent cooldown: Chill of the Tomb (-2 turns)
Spellpower: +10 (+6 eff.)
Light radius: +5
It can be used to release a will o' the wisp, costing 14 power out of 20/20.
This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch.
This item has been sent to the Item's Vault.


Crooked Club (25-35 power, 4 apr)
Requires:
- Strength 20
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 2
Base power: 25.0 - 35.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +4
Physical crit. chance: +10.0%
Attack speed: 100%
When this weapon hits: Battle Call (10% chance level 1).
Damage (Melee): +14 % chance of confusion
Burst (radius 2) on crit: +20 physical repulsion
When wielded/worn:
Accuracy: +12 (+7 eff.)
An oddly twisted club with a hefty weight on the end. There's something very strange about it.
This item has been sent to the Item's Vault.


Requires:
- Willpower 30
- Strength 50
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 5
Base power: 50.0 - 70.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +6
Physical crit. chance: +3.0%
Attack speed: 100%
Burst (radius 1) on hit: +50 lightning / +50 physical
Burst (radius 2) on crit: +100 lightning / +100 physical
It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 40 power out of 60/60.
Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
Infused by arcane disrupting forces
1.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 5
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Changes resistances: +20% blight
Changes resistances cap: +10% blight
Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic
Physical save: +6 (+2 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+2 eff.)
Light radius: +4
Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics.
It seems somebody well versed in antimagic could use it to its fullest potential.
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
Base power: 35.0 - 42.0
Uses stat: 100% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +0
Physical crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil
Changes damage: +35% arcane
Talent granted: +1 Command Staff
Mental save: +8 (+2 eff.)
Spellpower: +30 (+14 eff.)
Spell crit. chance: +15%
The top part of Telos' broken staff.
This item has been sent to the Item's Vault.


Requires:
- Talent Armour Training
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +4
Defense: +4 (+1 eff.)
Fatigue: +8%
Changes damage: +15% blight / +15% fire / +15% darkness
Spellpower: +13 (+6 eff.)
Spell crit. chance: +6%
It can be used to activate talent Poison Storm (costing 20 power out of 40/40) :
Effective talent level: 3.0
Power cost: 20 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A furious poison storm rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm is poisoned for 66.99 nature damage over 6 turns.
Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take.
The damage will increase with your Spellpower, and can critical.
The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots.
This item has been sent to the Item's Vault.