

Requires:
- Strength 48
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 41.5 - 58.1
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +6
Physical crit. chance: +5.0%
Attack speed: 111%
Damage (Melee): +35 insidious poison
When wielded/worn:
Accuracy: +11 (+3 eff.)
Armour penetration: +2
Physical crit. chance: +3.0%
Physical power: +10 (+3 eff.)
Changes stats: +4 Dex / +4 Con
Changes resistances: +9% mind
Changes resistances penetration: +8% physical
Physical save: +10 (+3 eff.)
Mental save: +9 (+3 eff.)
Disarm immunity: +22%
Sharp, long, and deadly.
This item has been sent to the Item's Vault.


Requires:
- Magic 25
- Willpower 20
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +15 (+5 eff.)
Damage when hit (Melee): 2 blight / 10 vim draining blight
Changes stats: +5 Mag / +6 Wil / +2 Cun
Changes damage: +10% blight / +11% arcane
Stun/Freeze immunity: +20%
Maximum vim: +25.00
Spell crit. chance: +2%
Mindpower: +4 (+1 eff.)
It can be used to activate talent Vimsense (costing 21 power out of 45/45) :
Effective talent level: 3.5
Power cost: 21 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 10% and all saves by 16, but also make them aware of you.
The resistance and save reduction will improve with your Spellpower.
A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Powered by arcane forces
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 45.0 - 67.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.5%
Attack speed: 100%
On weapon hit:
* 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity)
* 25% chance for lightning to strike from the target to a second target dealing 47 damage
Damage (Melee): +4 light
Damage (radius 1) on hit: +4 light
When wielded/worn:
Accuracy: +14 (+11 eff.)
Armour penetration: +12
Changes resistances: +12% light
Changes resistances penetration: +12% all
Changes damage: +9% mind
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Camykhad the alchemist's lamp
Requires:
- Level 15
Infused by arcane disrupting forces
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes stats: +1 Str / +5 Wil
Changes resistances: +6% fire / +9% cold / +3% all
Changes damage: +8% mind
Spell save: +19 (+9 eff.)
Mental save: +7 (+1 eff.)
Light radius: +4
See stealth: +8
See invisible: +11
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Changes stats: +3 Str
Light radius: +3
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 103 lightning damage and will be dazed for 1 turn (518 total damage)
Activation puts all charms on cooldown for 24 turns.
When used:
* Reduce 1 talent cooldowns by 2.
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:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Accuracy: +8 (+8 eff.)
Physical power: +10 (+5 eff.)
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +6 Cun / +6 Dex
Changes resistances: +26% darkness
Changes resistances penetration: +5% temporal
Changes damage: +13% darkness
Critical mult.: +15.00%
Spellpower: +7 (+4 eff.)
Mindpower: +10 (+2 eff.)
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Light radius: +3
It can be used to activate talent Fearscape Shift (costing 21 power out of 25/25) :
Effective talent level: 3.5
Power cost: 21 out of 25/25.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.66 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 104.66 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.
A strange orb of demonic origins. It glows with a surreal red light.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 1
When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower)
Activation costs 9 power out of 15/15.
A small crystal phial that captured Sunlight during the Summertide.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 2
Base power: 18.0 - 25.2
Uses stats: 50% Str, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +5.0%
Capacity: 20
On weapon hit:
* afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns
A vile poison drips from the tips of these arrows.
This item has been sent to the Item's Vault.


Xeruvena the Festerwalker (14/14, 21-29 power, 10 apr)
Requires:
- Dexterity 16
Powered by arcane forces
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 2
Base power: 21.0 - 29.4
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +1.5%
Capacity: 14
Turns elapse between self-loadings: 4
On weapon hit:
* 17% chance to reduce all saves and defense by 38
* 10% chance to slow global speed by 66%
* Create an explosion dealing 55 fire damage (1/turn)
Damage (Ranged): +11 mind / +4 physical
Damage (radius 2) on crit: +4 physical
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Infused by nature
Infused by arcane disrupting forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +8 (+3 eff.)
Ranged Defense: +4 (+2 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+9 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%
Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 35
Infused by nature
Crafted by a master
Infused by psionic forces
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 3
When wielded/worn:
Accuracy: +10 (+7 eff.)
Physical power: +5 (+2 eff.)
Armour: +11
Defense: +15 (+5 eff.)
Fatigue: +22%
Changes stats: +1 Dex / +3 Wil
Changes resistances: +22% blight / +15% fire / +7% mind / +19% darkness
Changes damage: +12% physical
Physical save: +9 (+5 eff.)
Mental save: +18 (+4 eff.)
Light radius: +2
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Powered by arcane forces
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / waraxe ; tier 3
Base power: 20.0 - 28.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +4.5%
Attack speed: 100%
On weapon hit:
* Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
* Create an explosion dealing 47 acid damage (1/turn)
When wielded/worn:
Accuracy: +8 (+6 eff.)
Defense: +9 (+3 eff.)
Damage when hit (Melee): 2 arcane
Changes resistances penetration: +9% acid
Changes damage: +6% acid / +6% temporal
Spell save: +6 (+3 eff.)
Disarm immunity: +26%
Spellpower: +20 (+10 eff.)
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
One-handed war axes.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
Infused by psionic forces
1.50 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Armour: +3
Fatigue: +5%
Effects on melee hit:
* 10% chance to reduce all saves and defense by 40
* 20% chance to slow global speed by 68%
Damage (Melee): 28 mind / 39 darkness
Changes stats: +4 Str / +4 Dex / +4 Cun
Changes resistances: +6% lightning / +9% cold / +3% light
Talent cooldown: Double Strike (-1 turn)
Physical save: +12 (+6 eff.)
Spell save: +3 (+1 eff.)
Mental save: -11 (-4 eff.)
Life regen: +10.00
Stamina each turn: +1.20
Maximum stamina: +25.00
Mindpower: +4 (+1 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown :
Effective talent level: 4.5
Power cost: 14 out of 20/20.
Range: 6
Travel Speed: instantaneous
Is: a mind power
Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47%
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 48
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +12
Defense: +5 (+2 eff.)
Fatigue: +12%
Changes stats: +6 Cun / +5 Wil
Changes resistances: +6% blight / +20% cold / +7% mind / +9% fire
Spell save: +3 (+1 eff.)
Mental save: +30 (+7 eff.)
Blindness immunity: +20%
Healing mod.: +20%
A suit of armour made of mail.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 4
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce strength, dexterity, and constitution by 15
Effects when hit in melee:
* 39% chance to reduce strength, dexterity, and constitution by 15
* 24% chance to reduce damage dealt by 32%
Changes resistances: +6% blight / +3% cold
Changes resistances penetration: +10% cold
Changes damage: +9% cold
It can be used to sting an enemy dealing 338 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 11 turns.
When used:
* Increase the duration of 2 beneficial effects by 2.
* Heal for 52.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Defense: +8 (+3 eff.)
Effects on melee hit:
* 20 arcane resource burn
Damage when hit (Melee): 4 mind
Changes stats: +4 Con
Changes resistances: +3% mind
Changes damage: +20% cold
Talent granted: +1 Command Staff
Critical mult.: +14.00%
Life regen: +0.70
Spellpower: +14 (+7 eff.)
Spell crit. chance: +10%
Light radius: +3
Healing mod.: +21%
It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown :
Effective talent level: 3.5
Power cost: 5 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 89.85 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 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
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 4
It must be held with both hands.
Base power: 66.0 - 99.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +2.5%
Attack speed: 100%
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (Melee): +14 nature
When wielded/worn:
Physical crit. chance: +13.0%
Changes stats: +5 Wil / +3 Con
Infravision radius: +3
See invisible: +6
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold
Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold
All your damage is converted and split into arcane, fire, cold and lightning.
This ring shines with many colors.
This item has been sent to the Item's Vault.


Amalen the woollen robe (20 def, 2 armour)
Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Armour: +2
Defense: +20 (+5 eff.)
Changes stats: +4 Mag / +3 Wil
Changes resistances: +9% all
Changes damage: +7% all
Mental save: +19 (+10 eff.)
Silence immunity: +26%
Stamina each turn: +1.00
Spellpower on spell critical (stacks up to 3 times): +3
Spellpower: +22 (+11 eff.)
Mindpower: +3 (+1 eff.)
Mental crit. chance: +3%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
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 / greatsword ; tier 4
It must be held with both hands.
Base power: 49.0 - 78.4
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +3
Crit. chance: +4.5%
Attack speed: 100%
On weapon hit:
* Create an explosion dealing 99 acid damage (1/turn)
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (Melee): +8 temporal / +27 cold
Damage (radius 2) on crit: +8 temporal
When wielded/worn:
Physical crit. chance: +14.0%
Effects on melee hit:
* 10% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 2 temporal
Changes resistances: +15% acid
Changes resistances penetration: +31% acid
Changes damage: +23% acid
Massive two-handed swords.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +8 (+8 eff.)
Changes stats: +6 Cun / +6 Dex
Changes resistances: +3% acid / +8% blight / +27% cold / +8% nature / +3% mind
Changes damage: +12% cold
Physical save: +3 (+1 eff.)
Poison immunity: +17%
Disease immunity: +26%
Disarm immunity: +20%
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 52
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +50
Armour Hardiness: +15%
Fatigue: +35%
Changes stats: +15 Con
Physical save: +45 (+20 eff.)
Knockback immunity: +100%
When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%).
Current reduction bonus: 0%
It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns
Activation costs 25 power out of 25/25.
This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.
This item has been sent to the Item's Vault.