

Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 4
It must be held with both hands.
Base power: 80.0 - 112.0
Uses stat: 140% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 100%
When this weapon hits: Water Bolt (40% chance level 3).
Damage (Melee): +20 nature / +15 cold
When wielded/worn:
Accuracy: +10 (+5 eff.)
Changes resistances: +25% cold
Changes damage: +20% cold
Spell save: +18 (+4 eff.)
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 60 power out of 150/150) :
Effective talent level: 3.0
Power cost: 60 out of 150/150.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 243.09.
If this is used on a friendly target the cooldown is reduced by 33%.
The damage will increase with your Spellpower.
The power of the tides rush through this trident.
Tridents require the exotic weapons mastery talent to use correctly.
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 (+2 eff.)
Ranged Defense: +8 (+3 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:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 150% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+5 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+4 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature / +11% all
Changes damage: +15% acid / +15% nature / +15% mind
Physical save: +10 (+4 eff.)
Spell save: +10 (+2 eff.)
Mindpower: +10 (+4 eff.)
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.


Requires:
- Willpower 24
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Damage when hit (Melee): 12 mind
Changes stats: +4 Cun / +4 Wil
Changes damage: +10% mind
Mindpower: +12 (+4 eff.)
Mental crit. chance: +5%
It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) :
Effective talent level: 3.0
Power cost: 8 out of 10/10.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Inflicts 113.01 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (31% power) the target for 4 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower.
A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you.
Is this temptation a weak will on your part, or some domination from the artifact itself...?
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +12 (+4 eff.)
Damage when hit (Melee): 35 nature slow
Changes stats: +5 Wil
Changes resistances: +25% nature / +13% all
Changes resistances penetration: +10% nature
Changes damage: +30% nature
Talent mastery: +0.30 Wild-gift / Moss
Physical save: +15 (+5 eff.)
Life regen: +0.20
Mindpower: +12 (+4 eff.)
Mental crit. chance: +5%
Healing mod.: +15%
This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 4
When wielded/worn:
Defense: +10 (+4 eff.)
Changes stats: +6 Cun / +5 Wil
Changes resistances: +15% mind
Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber
Physical save: +10 (+4 eff.)
Spell save: +10 (+2 eff.)
Mental save: +10 (+2 eff.)
Mindpower: +6 (+2 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Slumber (costing 10 power out of 25/25) :
Effective talent level: 3.0
Power cost: 10 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn.
When Slumber 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.
The damage threshold will scale with your Mindpower.
Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Base power: 55.0 - 60.5
Uses stat: 100% Dex
Damage type: Devouring flames
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +0
Crit. chance: +9.0%
Attack speed: 125%
When this weapon hits: Bone Nova (20% chance level 4).
When this weapon hits: Blood Boil (15% chance level 3).
When wielded/worn:
Changes damage: +20% blight / +20% fire
Grants telepathy: Demon/Minor Demon/Major
Spellpower: +15 (+3 eff.)
See invisible: +2
When carried:
Changes damage: +8% blight
With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat.
This item has been sent to the Item's Vault.


Requires:
- Strength 42
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / waraxe ; tier 5
Base power: 38.0 - 53.2
Uses stat: 100% Str
Damage type: Physical bleed
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +16
Crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +40 (+17 eff.)
Armour penetration: +30
Changes stats: +4 Str / +4 Dex
Changes resistances penetration: +30% physical
This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club.
It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale.
This item has been sent to the Item's Vault.


Requires:
- Strength 52
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Base power: 70.0 - 105.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +50 fire
Damage conversion: 20% fire
When wielded/worn:
Changes resistances: +20% fire
Changes resistances penetration: +25% fire
Changes damage: +20% fire
The wearer is treated as a demon.
It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) :
Effective talent level: 3.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 95.97 fire damage, and flames will be left dealing a further 22.10 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat.
Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 32
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 111%
Firing range: +10
When wielded/worn:
Changes stats: +10 Str / +5 Con
Changes resistances: +10% physical
Changes resistances penetration: +15% physical
Changes damage: +35% physical
Pinning immunity: +30%
Knockback immunity: +30%
It can be used to activate talent Bull Shot (costing 16 power out of 16/16) :
Effective talent level: 4.0
Power cost: 16 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 207% weapon damage and knocks back your target by 2.
The cooldown of this talent is reduced by 1 each time you move.
This requires a sling to use.
This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall...
This item has been sent to the Item's Vault.


Requires:
- Dexterity 44
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 45.0 - 58.5
Uses stats: 35% Str, 55% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Cun / +5 Dex
Changes damage: +8% light / +10% physical
Grants telepathy: Humanoid/Orc
Pinning immunity: +50%
Light radius: +1
During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees.
This item has been sent to the Item's Vault.


Requires:
- Strength 44
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 40.0 - 56.0
Uses stats: 20% Mag, 90% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +40
Crit. chance: +8.0%
Attack speed: 100%
On weapon hit:
* deals 139 temporal damage and slows enemies in radius 6 of the target by 149% based on Magic
Damage conversion: 20% temporal
When wielded/worn:
Changes damage: +30% temporal / +30% physical
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
It can be used to activate talent Blink Blade (costing 10 power out of 10/10) :
Effective talent level: 4.0
Power cost: 10 out of 10/10.
Range: 8
Travel Speed: instantaneous
Is: a spell
Description: Teleport to the target and attack with your melee weapons for 93% damage. Then teleport next to a second random enemy, attacking for 93% damage.
Blink Blade can hit the same target multiple times.
The remnants of a damaged timeline, this blade shifts and fades at random.
This item has been sent to the Item's Vault.


Summertide (17 def, 15 armour, 260 block)
Requires:
- Shield usage training
- Willpower 28
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +15
Defense: +17 (+6 eff.)
Ranged Defense: +17 (+6 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+4 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+3 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 60.00 to 75.00 light damage (based on Willpower and Cunning)
Activation costs 12 power out of 30/30.
A bright light shines from the center of this shield. Holding it clears your mind.
This item has been sent to the Item's Vault.


Lunar Shield (0 def, 20 armour, 250 block)
Requires:
- Shield usage training
- Strength 35
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +20
Fatigue: +2%
Changes resistances: +25% darkness
Changes damage: +40% darkness
Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight
Talent granted: +1 Block
Spellpower: +20 (+4 eff.)
Talent on hit(spell): Moonlight Ray (10% chance level 2).
A large section of chitin removed from Nimisil. It continues to give off a strange white glow.
This item has been sent to the Item's Vault.


Blightstopper (18 def, 12 armour, 240 block)
Requires:
- Shield usage training
- Strength 35
Infused by nature
Infused by arcane disrupting forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +12
Defense: +18 (+6 eff.)
Ranged Defense: +12 (+4 eff.)
Fatigue: +22%
Damage when hit (Melee): 15 nature
Changes resistances: +35% blight / +15% nature
Talent mastery: +0.20 Wild-gift / Antimagic
Talent granted: +1 Block
Spell save: +24 (+5 eff.)
Disease immunity: +60%
It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns
Activation costs 24 power out of 40/40.
This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 42
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 4
Base power: 35.0 - 45.5
Uses stats: 55% Dex, 45% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +15.0%
Attack speed: 100%
On weapon hit:
* deals 60 physical damage increased by 1% for each 1% life the target has lost
When wielded/worn:
Changes stats: +6 Str / +6 Dex
Critical mult.: +20.00%
This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+4 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+2 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +7 Wil / +8 Mag
Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold
Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns)
Talent granted: +1 Command Staff
Silence immunity: +40%
Mana when firing critical spell: +12.00
Maximum mana: +40.00
Spellpower: +40 (+10 eff.)
Spell crit. chance: +25%
Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 28
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +9
Defense: +12 (+4 eff.)
Ranged Defense: +15 (+5 eff.)
Fatigue: +28%
Damage when hit (Melee): 10 darkness
Changes resistances: +2% all
Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield
Talent granted: +1 Block
Shadow Power: +5
Increases all resists by 0.4% for each point of your Shadow Power.
"With this, no one will ever harm you again."
This item has been sent to the Item's Vault.


Requires:
- Dexterity 30
- Strength 45
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 5
It is part of a set of items.
What would happen if more of Ureslak's remains were reunited?
Base power: 52.0 - 72.8
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +2.5%
Attack speed: 100%
On weapon hit:
* 10% chance to shimmer to a different hue and gain powers
A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature.
This item has been sent to the Item's Vault.


Requires:
- Willpower 28
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Base power: 15.0 - 16.5
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +26
Crit. chance: +6.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +8 Wil
Changes resistances: +15% mind
Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption
Mental save: +25 (+5 eff.)
Maximum psi: +20.00
Mindpower: +14 (+4 eff.)
Mental crit. chance: +7%
Reduce damage from attackers more than 3 tiles away by 25%
This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 28
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Base power: 38.0 - 45.6
Uses stats: 10% Wil, 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 20
On weapon hit:
* 50% chance to reload 1 ammo
Damage (Ranged): +25 mind / +30 mind slow
You find yourself constantly fighting an urge to handle this strange pouch of shot.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 82.0 - 123.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +7
Crit. chance: +4.0%
Attack speed: 100%
When this weapon hits: Flameshock (10% chance level 3).
Damage (Melee): +30 fire
When wielded/worn:
Changes damage: +15% physical
The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Powered by unknown forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +7 Wil / +8 Mag
Changes resistances penetration: +30% temporal
Changes damage: +40% temporal
Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal
Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns)
Teleport immunity: +100%
Spellpower: +40 (+8 eff.)
Spell crit. chance: +15%
Reduces paradox anomalies(equivalent to willpower): +25
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.


Requires:
- Willpower 28
- Magic 20
Infused by nature
Infused by psionic forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Base power: 17.0 - 18.7
Uses stats: 40% Wil, 30% Mag
Damage type: Darkness
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +27
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 15% chance to cast Tendrils Eruption level 3 on your target
When wielded/worn:
Changes stats: +6 Wil / +6 Mag
Changes damage: +10% blight / +10% mind / +10% darkness
Spellpower: +12 (+2 eff.)
Spell crit. chance: +12%
Mindpower: +12 (+3 eff.)
Mental crit. chance: +12%
This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
Infused by nature
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Armour: +12
Changes stats: +6 Str / +6 Mag
Changes resistances: +10% physical
Changes resistances penetration: +15% physical
Changes damage: +12% physical
Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth
Spellpower: +10 (+2 eff.)
Spell crit. chance: +10%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Earthquake (costing 30 power out of 30/30) :
Effective talent level: 4.0
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Causes a violent earthquake that deals 88.12 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects.
The damage will increase with your Spellpower.
These heavy stone gauntlets make the very ground beneath you bend and warp as they move.
This item has been sent to the Item's Vault.


Requires:
- Willpower 36
Infused by nature
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Base power: 17.0 - 18.7
Uses stats: 50% Wil, 30% Cun
Damage type: Nature slow
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +25
Crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +2 Cun / +6 Wil
Changes resistances: +12% arcane / +12% blight
Changes damage: +18% nature / +15% acid
Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze
Spell save: +15 (+3 eff.)
Mindpower: +12 (+3 eff.)
Mental crit. chance: +8%
It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) :
Effective talent level: 2.0
Power cost: 20 out of 20/20.
Range: 10
Travel Speed: 800% of base
Description: Spit slime at your target doing 68.24 nature damage and slowing it down by 30% for 3 turns.
The damage will increase with the Dexterity stat
This mindstar oozes a thick, caustic liquid. Magic seems to die around it.
This item has been sent to the Item's Vault.