

Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Light radius: +1
See stealth: +10
It can be used to activate talent Flame (costing 9 power out of 9/9) :
Effective talent level: 2.0
Power cost: 9 out of 9/9.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 90.50 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.
The battered remains of a flame imp's hand. It still burns with that unnatural flame.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +15% darkness
Talent mastery: +0.20 Corruption / Black-magic
Blindness immunity: +100%
Only die when reaching: -100.00 life
Infravision radius: +6
Shadow Power: +5
Grants spellpower equal to your Shadow Power.
"Lock your soul away, and death will never reach you."
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%
It can be used to activate talent Teleport (costing 36 power out of 36/36) :
Effective talent level: 4.0
Power cost: 36 out of 36/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (124).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 15).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.
You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 17
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 20.0 - 26.0
Uses stats: 50% Str, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +12.0%
Attack speed: 100%
Lifesteal (this weapon only): +6%
Damage (Melee): +20 blight / +20 fire
When wielded/worn:
Changes stats: +5 Mag
Changes resistances: +10% blight / +10% fire
Talent granted: +1 Virulent Disease
This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.
This item has been sent to the Item's Vault.


Requires:
- Willpower 18
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
You feel two unconnected psionic channels on this item.
Base power: 6.0 - 6.6
Uses stats: 50% Wil, 30% Cun
Damage type: Physical
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: +10% physical
Changes resistances penetration: +6% physical
Changes damage: +10% physical
Talent mastery: +0.10 Psionic / Kinetic mastery
Talent granted: +1 Psionic Maelstrom
Physical save: +6 (+3 eff.)
Psi when firing a critical mind attack: +1.00
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
Kinetic energies are focussed in the core of this mindstar.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Changes stats: +2 Cun / +3 Wil
Changes resistances: +10% fire
Changes damage: +5% fire
Mindpower: +2 (+1 eff.)
When used to modify unarmed attacks:
Base power: 6.0 - 6.6
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +1.0%
Attack speed: 125%
When this weapon hits: Flamespit (30% chance level 3).
Damage (Melee): +10 fire
Damage conversion: 100% fire
It can be used to activate talent Flamespit (costing 8 power out of 24/24) :
Effective talent level: 3.0
Power cost: 8 out of 24/24.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 44.06 fire damage.
The damage will increase with your Mindpower.
These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes resistances: +10% darkness
Changes damage: +10% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +6
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +12 (+3 eff.)
Fatigue: +7%
Changes stats: +4 Con
Talent mastery: -0.20 Cunning / Stealth
Maximum life: +40.00
Infravision radius: +3
The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.


Requires:
- Cunning 16
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 1
Base power: 15.0 - 19.5
Uses stats: 45% Str, 55% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Attack speed: 100%
Damage Shield penetration (this weapon only): +50%
When wielded/worn:
Accuracy: +20 (+15 eff.)
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 15
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 1
Base power: 17.0 - 18.7
Uses stat: 100% Dex
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 125%
On weapon crit:
* Focus the lightning forces on an enemy
Damage conversion: 50% dazing lightning
When wielded/worn:
Accuracy: +7 (+7 eff.)
Changes damage: +10% lightning
It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 17.50 to 52.50 lightning damage (based on Magic and Dexterity)
Activation costs 10 power out of 10/10.
This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+5 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +12 (+6 eff.)
Fatigue: +7%
Changes stats: +4 Con
Talent mastery: -0.20 Cunning / Stealth
Maximum life: +40.00
Infravision radius: +3
The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 26
Infused by nature
Crafted by a master
12.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 2
When wielded/worn:
Armour: +12
Defense: +4 (+2 eff.)
Fatigue: +14%
Changes stats: +3 Dex / +3 Wil / +3 Con
Changes resistances: +18% cold / +18% darkness / +18% nature
Healing mod.: +25%
Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 1
It is part of a set of items.
Some giant wraps would make you feel great.
When wielded/worn:
Armour: +4
Fatigue: -10%
Maximum encumbrance: +70
Knockback immunity: +40%
Maximum life: +40.00
This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 1
When wielded/worn:
Damage (Melee): 5 mind
Damage (Ranged): 5 mind
Mindpower: +5 (+5 eff.)
See stealth: +10
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+10 eff.)
Mindpower: +5 (+5 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Sleep (costing 20 power out of 25/25) :
Effective talent level: 3.0
Power cost: 20 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.
This ethereal eye stares eternally, as if seeing things that do not truly exist.
This item has been sent to the Item's Vault.


Tooth of the Mouth (dig speed 12 turns)
Requires:
- Level 15
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: tool / digger ; tier 1
When wielded/worn:
Armour penetration: +15
Damage when hit (Melee): 10 draining blight
Changes damage: +5% blight
When carried:
Talent granted: +1 Dig
A huge tooth taken from the Mouth, in the Deep Bellow.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 2
Base power: 25.0 - 35.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Reduce targets accuracy and powers by 5 (stacks 5 times)
Damage (Melee): +14 % chance of confusion / +30 physical
When wielded/worn:
Accuracy: +12 (+11 eff.)
An oddly twisted club with a hefty weight on the end. There's something very strange about it.
This item has been sent to the Item's Vault.


Requires:
- Cunning 25
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 2
Base power: 25.0 - 32.5
Uses stats: 35% Str, 65% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 100%
On weapon kill:
* Enter stealth for 3 turns.
When used from stealth a simple attack with it will not break stealth.
Damage (Melee): +10 silence
When wielded/worn:
Accuracy: +10 (+10 eff.)
A thin, dark dagger that seems to meld seamlessly into the shadows.
This item has been sent to the Item's Vault.


Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +4 (+3 eff.)
Ranged Defense: +8 (+5 eff.)
Fatigue: +10%
Changes stats: +5 Str / +3 Con
Maximum encumbrance: +20
Knockback immunity: +50%
Life regen: +2.00
Stamina each turn: +1.00
Maximum life: +45.00
Maximum stamina: +45.00
Size category: +1
A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 16
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 1
When used to attack (with talents):
Base power: 18.0 - 25.2
Uses stat: 140% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +2.0%
Block value: +48
Damage (Melee): +10 cold
When wielded/worn:
Armour: +8
Defense: +8 (+5 eff.)
Fatigue: +12%
On shield block:
* 30% chance to spray freezing water (radius 4 cone) at the target.
Changes resistances: +15% cold / +10% fire
Talent granted: +1 Block
Maximum air capacity: +20.00
Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target.
A chunk of jagged coral, dredged from the ocean.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 35
- Talent Shoot
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +10
When wielded/worn:
Physical crit. chance: +5.0%
Defense: +10 (+6 eff.)
Changes stats: +10 Lck
Talent mastery: +0.20 Cunning / Survival
Movement speed: +20%
Activating this item is instant.
It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) :
Effective talent level: 3.0
Power cost: 8 out of 8/8.
Range: melee/personal
Travel Speed: instantaneous
Description: You fire a mighty shot at your target, doing 139% damage and knocking it back.
The knockback chance increases with your Accuracy.
This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune.
Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 30
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 27.0 - 35.1
Uses stats: 35% Str, 20% Mag, 55% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +9.0%
Attack speed: 100%
When this weapon hits: Disperse Magic (15% chance level 1).
On weapon hit:
* steals up to 50 mana from the target
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances: +12% arcane
Spell save: +12 (+6 eff.)
Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power.
Passed on and on, this blade has developed a thirst of its own.
This item has been sent to the Item's Vault.


Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 32.0 - 41.6
Uses stats: 10% Mag, 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +8.0%
Attack speed: 100%
When wielded/worn:
No gem
It can be used to imbue the hammer with a gem of your choice
Activation costs 10 power out of 10/10.
This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.
This item has been sent to the Item's Vault.


Requires:
- Magic 18
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 2
It must be held with both hands.
Base power: 26.0 - 41.6
Uses stats: 10% Mag, 120% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +25
Crit. chance: +3.0%
Attack speed: 111%
Damage (Melee): +15 arcane
Damage (radius 2) on crit: +30 arcane silence
When wielded/worn:
Mana each turn: +0.50
Spellpower: +5 (+2 eff.)
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
This sword appears weightless, and nearly invisible.
This item has been sent to the Item's Vault.


Requires:
- Willpower 34
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 3
Base power: 10.0 - 11.0
Uses stats: 30% Wil, 50% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +3 Wil
Changes damage: +8% cold / +8% fire / +8% physical
Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced)
Mindpower: +12 (+6 eff.)
Mental crit. chance: +6%
Heals friendly targets nearby when you use a nature summon: +30
Max wilder summons: +2
Gives a 30% chance that your nature summons appear as wild summons.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
Infused by nature
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 80% Mag
Damage type: Nature
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes resistances: +30% blight / +30% nature
Damage affinity(heal): +20% nature
Talent granted: +1 Command Staff
Spell save: +15 (+7 eff.)
Spellpower: +15 (+5 eff.)
Spell crit. chance: +10%
It can be used to cure up to 5 diseases or poisons (based on Magic)
Activation costs 10 power out of 60/60.
A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect.
This item has been sent to the Item's Vault.