

Requires:
- Talent Heavy Armour Training
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Accuracy: +11 (+3 eff.)
Armour penetration: +8
Physical power: +14 (+3 eff.)
Armour: +13
Defense: +19 (+6 eff.)
Fatigue: +5%
Effects when hit in melee:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +12 Str / +5 Dex / +1 Mag / +27 Wil / +15 Cun / +15 Con
Changes resistances: +6% acid / +15% physical / +15% light / +30% blight / +15% nature / +7% all
Physical save: +29 (+6 eff.)
Spell save: +10 (+3 eff.)
Mental save: +30 (+6 eff.)
Silence immunity: +10%
Confusion immunity: +5%
Psi when hit: +0.12
Maximum life: +108.00
Infravision radius: +2
Healing mod.: +29%
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.


Requires:
- Talent Heavy Armour Training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour penetration: +8
Physical power: +6 (+1 eff.)
Armour: +5
Fatigue: +5%
Effects on melee hit:
* 20 arcane resource burn
Damage when hit (Melee): 8 nature
Changes stats: +11 Str / +5 Dex / +3 Mag / +21 Wil / +12 Cun / +5 Con
Changes resistances: +15% acid / +3% darkness / +15% lightning / +15% blight / +24% fire / +13% nature / +17% cold
Grants telepathy: Humanoid/Orc
Allows you to breathe in: water
Spell save: +50 (+13 eff.)
Mental save: +28 (+5 eff.)
Stamina when hit: +3.00
Equilibrium when hit: +2.80
Maximum life: +110.00
Mindpower: +6 (+1 eff.)
Light radius: +2
Infravision radius: +1
Healing mod.: +30%
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.


Requires:
- Strength 48
Powered by arcane forces
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 64.0 - 102.4
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +4
Crit. chance: +5.0%
Attack speed: 100%
When this weapon hits: Epidemic (10% chance level 5).
On weapon hit:
* 40% chance to inflict 15% damage reduction
* 28% chance to disease
* 20% chance to torment the target
Damage (Melee): +59 insidious poison / +26 blight / +8 fire / +4 temporal
Burst (radius 1) on hit: +4 temporal
Burst (radius 2) on crit: +8 darkness
When wielded/worn:
Accuracy: +57 (+11 eff.)
Armour penetration: +61
Defense: +21 (+5 eff.)
Damage when hit (Melee): 4 temporal
Changes resistances: +6% temporal / +28% all
Changes resistances penetration: +21% mind / +62% physical / +54% darkness / +40% nature
Changes damage: +20% physical
Disease immunity: +49%
Disarm immunity: +70%
Massive two-handed swords.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
Base power: 30.0 - 36.0
Uses stats: 80% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +5.0% procs dam / acc
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
Damage Shield penetration (this weapon only): +40%
Damage (Melee): +4 light
When wielded/worn:
Accuracy: +50 (+12 eff.)
Physical crit. chance: +56.0%
Physical power: +60 (+10 eff.)
Defense: +15 (+5 eff.)
Effects on melee hit:
* 19% chance to blind
Changes stats: +2 Dex / +23 Con
Changes resistances: +6% temporal
Changes damage: +30% blight
Talent granted: +1 Command Staff
Critical mult.: +84.00%
Mental save: +20 (+4 eff.)
Life regen: +5.30
Equilibrium when hit: +0.12
Psi when hit: +0.12
Spellpower: +81 (+15 eff.)
Spell crit. chance: +21%
Light radius: +5
Healing mod.: +88%
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 2.0
Power cost: 6 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 7 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 67.46 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 5
When wielded/worn:
Accuracy: +4 (+2 eff.)
Armour penetration: +3
Armour: +4
Damage when hit (Melee): 12 acid
Maximum wards: +15 acid / +15 nature / +15 light
Talents cooldown: Invoke Tentacle (+25 turn) Rushing Claws (-5 turns) Lay Web (-3 turns)
Talents granted: +5 Invoke Tentacle +25 Rushing Claws +3 Ward +15 Lay Web
Critical mult.: +9.00%
Blindness immunity: +20%
Disease immunity: +5%
Knockback immunity: +10%
Life regen: +0.60
Maximum psi: +30.00
It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 9 turns.
When used:
100% chance to regenerate 13 stamina.
100% chance to regenerate 16 equilibrium.
100% chance to regenerate 16 equilibrium.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.