

Requires:
- Level 35
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / amulet ; tier 5
When wielded/worn:
Damage (Melee): 9 light / 11 darkness
Effects when hit in melee:
* 11% chance to reduce damage dealt by 25%
* 9% chance to blind
Changes damage: +11% light / +11% darkness
Physical save: +14 (+7 eff.)
Spell save: +19 (+4 eff.)
Mental save: +17 (+5 eff.)
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Crafted by a master
0.10 Encumbrance.
Type: jewelry / amulet ; tier 5
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Wil
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Dexterity 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 4
Base power: 77.5 - 108.5
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +26
Crit. chance: +20.5%
Capacity: 50
Turns elapse between self-loadings: 1
On weapon hit:
* 10% chance to reduce all saves and defense by 31
* 20% chance to reduce armor by 47%
On weapon crit:
* Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +16 acid / +38 cold / +20 mind
Damage (radius 1) on hit: +12 mind
Damage (radius 2) on crit: +12 mind
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 3
When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+3 eff.)
Changes stats: +8 Cun
When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.
This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 4
When wielded/worn:
Ranged Defense: +20 (+4 eff.)
Changes stats: +12 Dex / +10 Cun / +8 Lck
Deflect projectiles away: +15%
Slows Projectiles: +30%
Activating this item is instant.
It can be used to activate talent Evasion (costing 20 power out of 30/30) :
Effective talent level: 5.5
Power cost: 20 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 38 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
- Talent Shoot
Powered by arcane forces
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 5
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +10
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical crit. chance: +20.0%
Physical power: +12 (+4 eff.)
Damage when hit (Melee): 4 fire
Changes stats: +8 Str
Changes resistances penetration: +33% physical
Confusion immunity: +20%
Pinning immunity: +20%
Maximum life: +40.00
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Accuracy: +5 (+2 eff.)
Armour penetration: +3
Physical crit. chance: +1.0%
Armour: +5
Fatigue: -3%
Changes stats: +6 Str / +3 Dex / +3 Mag / +3 Wil / +8 Con
Changes resistances: +2% physical
Changes damage: +7% physical
Maximum encumbrance: +40
Physical save: +10 (+3 eff.)
Stamina each turn: +3.00
Size category: +1
It can be used to blink to a nearby random location (rad 11)
Activation puts all charms on cooldown for 25 turns.
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +20
Defense: +8 (+2 eff.)
Fatigue: +5%
Changes stats: +9 Str / +9 Dex / +8 Cun
Changes resistances: +25% mind / +7% all
Critical mult.: +10.00%
Physical save: +15 (+5 eff.)
Mental save: +29 (+10 eff.)
Confusion immunity: +50%
Equilibrium when hit: +0.12
Maximum hate: +4.00
Mindpower: +15 (+5 eff.)
Mental crit. chance: +2%
Infravision radius: +4
It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown :
Effective talent level: 5.9
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 161.7 Physical damage.
If the attack hits, the target is confused (45% effect) for 6 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.