

Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 5
When wielded/worn:
Effects on melee hit:
* 27% chance to reduce damage dealt by 28%
Damage when hit (Melee): 8 darkness / 10 arcane / 8 light
Changes resistances: +24% fire / +15% light / +18% darkness
Changes resistances penetration: +33% arcane
Changes damage: +12% cold / +18% light / +27% darkness
It can be used to create a shield absorbing up to 1084 damage on yourself and all friendly characters within 10 spaces for 6 turns
Activation puts all charms on cooldown for 20 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 35
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 5
When wielded/worn:
Accuracy: +25 (+8 eff.)
Armour penetration: +3
Physical crit. chance: +9.0%
Physical power: +25 (+11 eff.)
Changes stats: +9 Dex / +5 Con
Changes resistances penetration: +25% fire
Changes damage: +21% physical
Stamina each turn: +3.92
It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them.
(Tentacle Stats)
Life: 1340
Base Damage: 551
Armor: 34
All Resist: 50
Activation puts all charms on cooldown for 25 turns.
Natural totems are made by powerful wilders to store nature power.
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:
Physical power: +40 (+15 eff.)
Armour: +21
Effects on melee hit:
* 26% chance to reduce all saves and defense by 35
Changes stats: +10 Con
Changes resistances penetration: +33% mind / +33% physical
Stamina each turn: +3.97
It can be used to sting an enemy dealing 772 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 35
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 5
When wielded/worn:
Damage when hit (Melee): 4 blight / 6 temporal
Changes stats: +5 Wil
Changes resistances: +5% arcane / +9% lightning
Changes resistances penetration: +26% arcane
Spellpower on spell critical (stacks up to 3 times): +11
Maximum mana: +40.00
Spellpower: +32 (+5 eff.)
It can be used to heal yourself and all friendly characters within 10 spaces for 518
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase all damage by 30% 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 35
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 5
When wielded/worn:
Armour penetration: +7
Physical crit. chance: +4.0%
Armour: +12
Defense: +25 (+6 eff.)
Damage when hit (Melee): 10 lightning
Changes resistances penetration: +32% physical
Changes damage: +12% arcane / +21% physical
Physical save: +23 (+7 eff.)
Maximum stamina: +39.00
It can be used to blast the opponent's mind dealing 575 mind damage and silencing them for 4 turns
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase the duration of 3 beneficial effects by 3.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Crafted by a master
3.00 Encumbrance.
Type: ammo / shot ; tier 5
Power: 178% Range: 1.2x
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +17
Crit. chance: +26.0%
Capacity: 22
Travel speed: +471%
Damage (Ranged): +27 darkness
Damage (radius 2) on crit: +27 fire
When wielded/worn:
Ammo reloads per turn: +5
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 5
Power: 201% Range: 1.2x
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +18
Crit. chance: +20.0%
Capacity: 49
Turns elapse between self-loadings: 2
On weapon hit:
* 27% chance to reduce all saves and defense by 35
On weapon crit:
* Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +20 temporal / +8 mind / +12 light
Damage (radius 1) on hit: +8 light / +27 temporal
Damage (radius 2) on crit: +4 light
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 4
When wielded/worn:
Accuracy: +12 (+4 eff.)
Armour penetration: +12
Defense: +12 (+3 eff.)
Changes stats: +10 Lck / +5 Cun
Physical save: +10 (+3 eff.)
Spell save: +10 (+2 eff.)
Mental save: +10 (+2 eff.)
See stealth: +12
See invisible: +12
It can be used to activate talent Track (costing 18 power out of 35/35) :
Effective talent level: 2.0
Power cost: 18 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 22 for 5 turns.
The radius will increase with your Cunning.
This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword.
His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."
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: +5 Wil
Damage affinity(heal): +15% nature
Life regen: +2.00
Mindpower: +5 (+1 eff.)
Enhances the effectiveness of Meditation by 20%
It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) :
Effective talent level: 2.0
Power cost: 35 out of 35/35.
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 297 (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
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +4 (+1 eff.)
Changes stats: +3 Dex
Silence immunity: +30%
Deflect projectiles away: +25%
Slows Projectiles: +20%
Activating this item is instant.
It can be used to activate talent Evasion (costing 50 power out of 50/50) :
Effective talent level: 2.0
Power cost: 50 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+2 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+2 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Willpower 24
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +20
Fatigue: +12%
Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning
Grants telepathy: Dragon
Physical save: +12 (+4 eff.)
Spell save: +12 (+3 eff.)
Mental save: +12 (+3 eff.)
Traces of a dragon's power still remain in this bleached and cracked skull.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 37
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +18
Armour Hardiness: +20%
Defense: +20 (+5 eff.)
Ranged Defense: +10 (+2 eff.)
Fatigue: +30%
Talent granted: +1 Block
This shield made of the darkest stralite is huge, heavy and very solid.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 37
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +18
Armour Hardiness: +20%
Defense: +20 (+5 eff.)
Ranged Defense: +10 (+2 eff.)
Fatigue: +30%
Talent granted: +1 Block
This shield made of the darkest stralite is huge, heavy and very solid.
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 (+2 eff.)
Ranged Defense: +4 (+1 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 (+5 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:
- Shield usage training
- Strength 37
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +18
Armour Hardiness: +20%
Defense: +20 (+5 eff.)
Ranged Defense: +10 (+2 eff.)
Fatigue: +30%
Talent granted: +1 Block
This shield made of the darkest stralite is huge, heavy and very solid.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Power: 177% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 20% chance to slow global speed by 63%
* 10% chance to reduce armor by 51%
Damage (radius 2) on crit: +12 physical
When wielded/worn:
Accuracy: +47 (+16 eff.)
Armour penetration: +40
Physical crit. chance: +21.0%
Physical power: +30 (+13 eff.)
Defense: +21 (+5 eff.)
Changes stats: +3 Str / +2 Dex
Changes resistances penetration: +21% physical
Critical mult.: +48.00%
Disarm immunity: +67%
Massive two-handed mauls.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +10
When this weapon hits: Shoot (10% chance level 1).
Damage (Ranged): +8 mind / +52 fire
Damage (radius 2) on crit: +16 mind
When wielded/worn:
Effects on ranged hit:
* 20% chance to slow global speed by 63%
Damage when hit (Melee): 6 nature
Changes resistances: +6% mind
Changes damage: +54% fire
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.