

Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
When wielded/worn:
Changes stats: +2 Wil
Changes resistances: +15% nature
Changes resistances penetration: +10% mind
Critical mult.: +10.00%
Mental crit. chance: +2%
It can be used to heal a target within range 7 (based on Willpower) for 105, putting all charms on cooldown for 20 turns.
Natural totems are made by powerful wilders to store nature power.
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: +3 Cun / +3 Mag
Changes damage: +12% lightning / +12% fire / +12% arcane / +12% 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.


Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 51.5 - 82.4
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +2
Crit. chance: +3.5%
Attack speed: 100%
Damage (Melee): +8 fire
Burst (radius 1) on hit: +16 fire
Burst (radius 2) on crit: +8 fire
When wielded/worn:
Changes stats: +2 Cun / +3 Wil
Critical mult.: +20.00%
Equilibrium when hit: +0.12
Heals friendly targets nearby when you use a nature summon: +40
Massive two-handed swords.
This item has been sent to the Item's Vault.