
Bokirobar the Boltwrack (0 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 2
When wielded/worn:
Effects on melee hit:
* 30% chance to daze at end of turn
Damage when hit (Melee): 12 lightning
Changes resistances: +16% nature
Changes resistances penetration: +15% arcane
Changes damage: +11% nature / +3% arcane
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Sunrot (2 def, 4 armour)Requires:
- Strength 14
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 2
When wielded/worn:
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +7%
Effects on melee hit:
* 30% chance to blind
Damage when hit (Melee): 11 physical
Changes stats: +3 Str / +1 Mag
Changes damage: +6% light
Light radius: +3
A suit of armour made of leather.
This item has been sent to the Item's Vault.

This item will automatically be transmogrified when you leave the level.Radhydur [power 2] (8 cooldown)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 2
When wielded/worn:
Maximum wards: +2 acid / +2 nature / +2 light
Talent cooldown: Rushing Claws (-1 turn)
Talents granted: +1 Ward +2 Rushing Claws
Spell save: +10 (+4 eff.)
Maximum vim: +20.00
Light radius: +2
Infravision radius: +3
It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 8 turns.
When used:
100% chance to regenerate 4 equilibrium.
Natural totems are made by powerful wilders to store nature power.
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
Crit. chance: +10.0%
Attack speed: 100%
Damage (Melee): +14 % chance of confusion
Burst (radius 2) on crit: +20 physical
When wielded/worn:
Accuracy: +12 (+4 eff.)
It can be used to activate talent Battle Call (costing 15 power out of 20/20) :
Effective talent level: 2.0
Power cost: 15 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant.
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.

Burning StarRequires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: gem / white ; tier 3
When carried:
Light radius: +1
Latent Damage Type: Light
It can be used to map surroundings within range 20, costing 23 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.

Merkul's Second EyeRequires:
- Dexterity 24
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 3
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +9
When this weapon hits: Arcane Eye (100% chance level 4).
Travel speed: +400%
When wielded/worn:
Damage (Ranged): 25 arcane
Light radius: +2
This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight.
This item has been sent to the Item's Vault.

Balyrozilasin the Shadetitan (30-36 power, 6 apr, cold element)Requires:
- Magic 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +1.3% procs dam / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
Damage (Melee): +4 darkness
When wielded/worn:
Effects on melee hit:
* 30% chance to inflict 15% damage reduction
Damage when hit (Melee): 4 arcane / 12 darkness
Changes damage: +30% cold
Talent granted: +1 Command Staff
Mana each turn: +0.26
Spellpower: +37 (+13 eff.)
Spell crit. chance: +5%
It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 23 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
