

2.0
T5 cloth armor
[Unique]
Arcane
While equipped:
Stats +7 Mag +7 Wil +7 Cun
dps ----------
Spell.crit +12%
Spell.pwr +35 (+7 eff.)
Dmg.mod +37% lightning +37% temporal
+37% cold +37% fire
+37% arcane +37% physical
----- def -----
Resists +15% all
---------- misc
Mana/turn +2.00
Max.mana +77.00
Masteries
+0.10 Spell/Occult technomancy
+0.10 Spell/Galvanic technomancy
+0.10 Spell/Terrene technomancy
20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe.
The circuit will do one of:
if more than one foe is in melee range: teleport away all foes
if below 50% life: increase all resistances by 20% for 5 turns
if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns
otherwise: reset the cooldown of the spell with the highest remaining cooldown
This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!
This item has been sent to the Item's Vault.


Requires:
- Strength 18
Infused by nature
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 4
When wielded/worn:
Armour: +40
Defense: +12 (+2 eff.)
Fatigue: +8%
Damage (Melee): 27 fire
Damage (Ranged): 26 fire
Changes stats: +6 Wil
Changes resistances: +68% fire / +68% physical
Changes resistances penetration: +15% temporal
Changes damage: +6% arcane
Maximum mana: +40.00
Spell crit. chance: +2%
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 15
Powered by arcane forces
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / whip ; tier 3
Power: 119% Range: 1.1x
Uses stats: 20% Wil, 70% Dex, 10% Cun
Damage type: Mind
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 125%
On weapon hit:
* Create an explosion dealing 141 lightning damage (1/turn)
On weapon crit:
* Try to fry your enemies brain (25% chance to brainlock)
When wielded/worn:
Accuracy: +11 (+4 eff.)
Armour penetration: +10
Physical crit. chance: +10.0%
Defense: +11 (+2 eff.)
Changes resistances: +6% fire / +12% darkness / +6% temporal
Changes resistances penetration: +20% lightning
Changes damage: +20% lightning
Critical mult.: +25.00%
Reduces incoming crit damage: 5.00%
Cut immunity: +24%
Disarm immunity: +38%
Mindpower: +10 (+3 eff.)
Mental crit. chance: +3%
It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4
Activation costs 10 power out of 10/10.
A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will.
This item has been sent to the Item's Vault.


Requires:
- Willpower 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mindstar ; tier 5
Power: 116% Range: 1.1x
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 2 temporal
Changes stats: +2 Dex / +1 Wil
Changes resistances: +9% nature / +3% temporal
Changes resistances penetration: +15% nature / +20% temporal
Changes damage: +50% lightning / +48% fire / +41% cold
Talent masteries: +0.40 Psionic / Focus +0.20 Psionic / Projection
Talent granted: +1 Attune Mindstar
Mindpower: +18 (+5 eff.)
Mental crit. chance: +5%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: armor / head ; tier 5
When wielded/worn:
Defense: +3 (+1 eff.)
Effects on melee hit:
* 27% chance to reduce damage dealt by 30%
Changes stats: +10 Mag
Changes resistances penetration: +34% cold / +30% darkness / +34% light
Changes damage: +9% lightning / +41% cold / +30% darkness
Spell save: +15 (+5 eff.)
Light radius: +4
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +24 (+9 eff.)
Armour: +3
Effects on melee hit:
* 24% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 12 lightning
Changes stats: +6 Dex
Changes resistances: +6% arcane
Changes resistances penetration: +30% acid
Changes damage: +36% lightning / +6% arcane
Defense after a teleport: +18
Resist all after a teleport: +18%
New effects duration reduction after a teleport: +18%
When used to modify unarmed attacks:
Power: 131% Range: 1.1x
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy: +13
Armour Penetration: +5
Crit. chance: +17.0%
Attack speed: 100%
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:
- Dexterity 35
Powered by arcane forces
1.00 Encumbrance.
Type: weapon / dagger ; tier 4
Power: 132% Range: 1.3x
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +8.0%
Attack speed: 100%
On weapon crit:
* Splash the target with acid dealing 262 damage over 5 turns and reducing armor and accuracy by 33
Damage (Melee): +20 blight
Damage (radius 1) on hit: +20 lightning
When wielded/worn:
Changes resistances: +15% lightning
Changes damage: +30% blight
Maximum mana: +80.00
Spell crit. chance: +8%
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 5
When wielded/worn:
Changes resistances: +15% mind / +15% nature
Changes resistances penetration: +15% nature
Changes damage: +33% nature / +35% fire
It can be used to sting an enemy dealing 560 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 15 turns.
When used:
* Gain a 40% chance to evade weapon attacks for 2 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 4
When wielded/worn:
Changes resistances: +15% mind / +18% light
Changes damage: +30% mind
Equilibrium when hit: +0.12
Mindpower: +15 (+5 eff.)
It can be used to reveal the area around you, dispelling darkness (radius 13, power 111 based on Magic), and detect the presence of nearby creatures for 10 turns
Activation puts all charms on cooldown for 15 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:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 18 light
Changes resistances: +12% darkness / +12% light
Changes damage: +10% light
Spell save: +15 (+7 eff.)
Light radius: +2
It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 51 light damage (based on your Magic and Strength) to your foes within radius 5 each turn
Activation costs 35 power out of 35/35.
This gold-tipped wand shines with an unnatural sheen.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 5
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Accuracy: +9 (+2 eff.)
Armour penetration: +20
Fatigue: -10%
Effects on melee hit:
* 24% chance to reduce strength, dexterity, and constitution by 29
Changes stats: +10 Str / +10 Dex / +10 Mag / +15 Cun / +15 Con
Changes resistances: +6% temporal
Changes resistances penetration: +25% temporal / +10% fire
Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault
Critical mult.: +19.00%
Physical save: +18 (+5 eff.)
Mental save: +18 (+9 eff.)
Pinning immunity: +100%
Life regen: +5.00
Stamina each turn: +1.50
Maximum hate: +2.00
Movement speed: +10%
It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) :
Effective talent level: 5.5
Power cost: 6 out of 48/48.
Range: melee/personal
Travel Speed: instantaneous
Description: Release a powerful shout, doing 771.19 physical damage in a radius 8 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength.
Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.
This item has been sent to the Item's Vault.