
wizard's gold ring of pilferingRequires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Accuracy: +7 (+4 eff.)
Armour penetration: +9
Defense: +9 (+4 eff.)
Changes stats: +2 Mag
Spell save: +4 (+1 eff.)
It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :
Effective talent level: 2.0
Power cost: 10 out of 10/10.
Range: 7
Travel Speed: instantaneous
Description: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.
Rings can have magical properties.
This item has been sent to the Item's Vault.

serendipitous steel amulet of manastreamingRequires:
- Level 15
Powered by arcane forces
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 2
When wielded/worn:
Accuracy: +5 (+3 eff.)
Defense: +5 (+2 eff.)
Changes stats: +7 Lck / +2 Mag
Mana each turn: +0.12
Spellpower on spell critical (stacks up to 3 times): +2
Maximum mana: +26.00
Reduce all damage from unseen attackers: 11%
Amulets can have magical properties.
This item has been sent to the Item's Vault.

gold ring 'Singespire'Requires:
- Level 15
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Damage when hit (Melee): 20 mind / 12 fire
Changes resistances: +6% fire
Changes resistances penetration: +25% mind
Changes damage: +12% mind
Physical save: +10 (+10 eff.)
Spell save: +9 (+5 eff.)
Mental save: +8 (+5 eff.)
Rings can have magical properties.
This item has been sent to the Item's Vault.

conjurer's gold ringRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Mag / +5 Wil
Spellpower: +7 (+3 eff.)
Rings can have magical properties.
This item has been sent to the Item's Vault.

Silethra (25-30 power, 5 apr, physical element)Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
Damage (Melee): +4 acid
Burst (radius 2) on crit: +4 arcane
When wielded/worn:
Physical crit. chance: +15.0%
Damage (Melee): 19 arcane
Damage when hit (Melee): 8 acid
Changes resistances: +3% acid
Changes damage: +6% arcane / +25% physical
Talent granted: +1 Command Staff
Critical mult.: +13.00%
Maximum mana: +45.00
Spellpower: +23 (+8 eff.)
Spell crit. chance: +7%
It can be used to project a bolt elemental energy from the staff (to range 9) dealing 25.07 to 30.08 physical damage, putting all charms on cooldown for 5 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

magelord's ash vilestaff of channeling (15-18 power, 3 apr, darkness element)Requires:
- Magic 16
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Physical crit. chance: +8.0%
Damage (Melee): 17 arcane
Changes damage: +15% darkness
Talent granted: +1 Command Staff
Mana each turn: +0.12
Maximum mana: +38.00
Spellpower: +22 (+8 eff.)
Spell crit. chance: +2%
It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

NoonkingRequires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: armor / belt ; tier 3
When wielded/worn:
Physical power: +5 (+5 eff.)
Damage when hit (Melee): 8 light
Changes resistances: +5% arcane / +6% light
Changes resistances penetration: +10% arcane
Changes damage: +15% arcane
Spell save: +8 (+4 eff.)
Light radius: +3
Size category: +1
A belt that goes around your waist.
This item has been sent to the Item's Vault.

Betyrin the linen cloak (4 def, 4 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / cloak ; tier 1
When wielded/worn:
Armour: +4
Defense: +4 (+4 eff.)
Ranged Defense: +3 (+3 eff.)
Changes resistances: +3% nature / +6% blight
Spell save: +35 (+16 eff.)
Maximum life: +32.00
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.

Bethotta the pair of hardened leather boots (8 def, 7 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Physical crit. chance: +2.0%
Armour: +7
Defense: +8 (+6 eff.)
Ranged Defense: +8 (+6 eff.)
Fatigue: +3%
Damage when hit (Melee): 8 acid
Changes resistances: +6% physical
Life regen: +0.40
A pair of boots made of leather.
This item has been sent to the Item's Vault.

Satyrtaint the hardened leather gloves (0 def, 6 armour)Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +6
Effects on melee hit:
* 30% chance to daze at end of turn
Changes resistances penetration: +10% lightning / +10% nature
Changes damage: +6% nature
Mental save: +8 (+5 eff.)
Maximum life: +49.00
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.

eldritch linen wizard hat of earthrunes (1 def, 2 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / head ; tier 1
When wielded/worn:
Armour: +2
Defense: +1 (+1 eff.)
Changes stats: +2 Con
Mana each turn: +0.90
Mana when hit: +0.80
Maximum mana: +49.00
Spellpower: +6 (+2 eff.)
It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown :
Effective talent level: 1.3
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 5 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 81.41 physical damage.
Duration and damage will improve with your Spellpower.
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.

blurring rough leather belt of the mysticRequires:
- Level 15
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
Type: armor / belt ; tier 1
When wielded/worn:
Defense: +10 (+7 eff.)
Stealth bonus: +6
Mental save: +5 (+3 eff.)
Spellpower: +3 (+1 eff.)
A belt that goes around your waist.
This item has been sent to the Item's Vault.

blood-soaked pair of rough leather boots of evasion (11 def, 1 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 1
When wielded/worn:
Armour penetration: +5
Physical crit. chance: +4.0%
Physical power: +3 (+3 eff.)
Armour: +1
Defense: +11 (+7 eff.)
Fatigue: +1%
Activating this item is instant.
It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :
Effective talent level: 4.0
Power cost: 30 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 25% chance to evade melee and ranged attacks and 11 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
A pair of boots made of leather.
This item has been sent to the Item's Vault.
