

Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Damage (Melee): 15 temporal
Changes resistances: +15% temporal
Changes damage: +15% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Talent cooldown: Time Skip (-1 turn)
Spellpower: +10 (+5 eff.)
Reduces paradox anomalies(equivalent to willpower): +10
Talent on hit(spell): Rethread (10% chance level 2).
It can be used to attempt to inflict 98.90 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s)
Activation costs 24 power out of 32/32.
The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone.
In the case of opponents who weren't alone, he had to improvise.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 1
When wielded/worn:
Armour: +6
Defense: +1 (+0 eff.)
Effects on melee hit:
* 10% chance to slow global speed by 55%
Changes resistances: +3% lightning / +23% cold / +5% arcane
Spell save: +3 (+1 eff.)
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.


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 (+4 eff.)
Ranged Defense: +12 (+3 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 (+6 eff.)
Disease immunity: +60%
It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns
Activation costs 18 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:
- Heavy armour training
Infused by nature
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +14
Defense: +10 (+2 eff.)
Fatigue: +16%
Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck
Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid
Grants telepathy: Dragon
Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns)
Blindness immunity: +50%
Stun/Freeze immunity: +25%
Knockback immunity: +50%
This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.
This item has been sent to the Item's Vault.


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 (+2 eff.)
Changes resistances: +25% cold
Changes damage: +20% cold
Spell save: +18 (+5 eff.)
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 44 power out of 150/150) :
Effective talent level: 4.5
Power cost: 44 out of 150/150.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 157.78.
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:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +3
Effects on melee hit:
* 20% chance to slow global speed by 55%
* 20% chance to reduce damage dealt by 23%
Damage when hit (Melee): 8 nature / 4 darkness
Changes resistances: +9% lightning / +11% temporal / +3% nature
Changes damage: +18% nature
A pair of boots made of leather.
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 (+5 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 22 power out of 30/30) :
Effective talent level: 7.2
Power cost: 22 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 38% chance to evade melee and ranged attacks and 61 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:
- Strength 40
Crafted by a master
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 4
Base power: 40.0 - 56.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +4.0%
Attack speed: 100%
On weapon crit:
* grows in power
On weapon kill:
* grows dramatically in power
Damage (Melee): +18 draining blight
When wielded/worn:
Changes damage: +5% blight
Cut immunity: -25%
Maximum vim: +20.00
Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength.
This item has been sent to the Item's Vault.


Requires:
- Magic 18
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
If the sun doesn't set, dawn's power lasts forever.
Base power: 50.0 - 70.0
Uses stats: 25% Mag, 80% Str
Damage type: Light
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 100%
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +20% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-3 turns) Bathe in Light (-5 turns) Providence (-10 turns) Barrier (-5 turns)
Spellpower: +10 (+4 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 149.86 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 24 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.


Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
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: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+4 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 27 power out of 50/50) :
Effective talent level: 3.5
Power cost: 27 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 14.09 acid and 12.48 blight damage.
If not cleared after five turns it will inflict 70.83 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 69% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +2 (+1 eff.)
Effects when hit in melee:
* 31% chance to reduce strength, dexterity, and constitution by 20
* 29% chance to reduce damage dealt by 22%
Changes stats: +4 Str / +3 Wil / +3 Con
Changes resistances: +19% temporal / +22% darkness / +6% cold
Changes damage: +9% mind
Physical save: +8 (+2 eff.)
Mental save: +9 (+2 eff.)
Equilibrium when hit: +0.08
Psi when hit: +0.12
Maximum life: +54.00
Mindpower: +5 (+2 eff.)
Defense after a teleport: +15
Resist all after a teleport: +12%
New effects duration reduction after a teleport: +21%
It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature
Activation puts all charms on cooldown for 7 turns.
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.


Requires:
- Shield usage training
- Strength 48
Infused by psionic forces
7.00 Encumbrance.
Type: armor / shield ; tier 5
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +35
Defense: +30 (+8 eff.)
Fatigue: +8%
Effects on melee hit:
* 15% chance to reduce all saves and defense by 27
Effects when hit in melee:
* 35% chance to reduce all saves and defense by 27
Talent granted: +1 Block
Mental save: +18 (+4 eff.)
Only die when reaching: -80.00 life
Handheld deflection devices.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 4
It can be used to setup a psionic shield, reducing all damage taken by 115 for 5 turns
Activation puts all charms on cooldown for 17 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Damage when hit (Melee): 10 cold
Changes resistances: +25% cold
Changes damage: +12% cold
Talent granted: +2 Shivgoroth Form
Stun/Freeze immunity: +30%
Spellpower: +12 (+4 eff.)
Ice block penetration: +20%
Gives all your cold damage a 20% chance to freeze the target.
This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.
This item has been sent to the Item's Vault.


Requires:
- Strength 48
Powered by arcane forces
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / longsword ; tier 5
Base power: 42.5 - 59.5
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity)
On weapon crit:
* Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14
Damage (Melee): +23 cold
Damage (radius 1) on hit: +8 acid
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 27
* 10% chance to reduce armor by 30%
Changes stats: +2 Dex
Changes resistances penetration: +5% acid
Light radius: +3
Sharp, long, and deadly.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
It is part of a set of items.
Oddly it never produces a hat.
When wielded/worn:
Armour: +3
Defense: +9 (+2 eff.)
Damage when hit (Melee): 20 physical / 10 temporal
Changes stats: +5 Mag / +3 Wil
Changes resistances: +10% temporal / +10% physical / +13% all
Changes resistances penetration: +20% temporal / +20% physical
Changes damage: +20% temporal / +20% physical
Spellpower: +23 (+8 eff.)
It can be used to activate talent Temporal Reprieve (costing 34 power out of 50/50) :
Effective talent level: 2.5
Power cost: 34 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 2
When wielded/worn:
Accuracy: +6 (+1 eff.)
Defense: +7 (+2 eff.)
Damage (Melee): 6 light / 6 darkness
Effects when hit in melee:
* 6% chance to blind
* 7% chance to reduce damage dealt by 22%
Changes stats: +5 Lck
Changes damage: +5% light / +7% darkness
Reduce all damage from unseen attackers: 11%
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 4
When wielded/worn:
Physical crit. chance: +2.0%
Armour: +4
Damage when hit (Melee): 4 nature
Changes stats: +2 Str / +9 Dex
Changes resistances: +9% darkness / +2% physical
Critical mult.: +20.00%
Only die when reaching: -80.00 life
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 5
When wielded/worn:
Physical power: +5 (+1 eff.)
Armour: +4
Defense: +5 (+1 eff.)
Changes resistances: +9% blight
Stamina each turn: +3.00
It can be used to fire a magical bolt dealing 350 fire damage
Activation puts all charms on cooldown for 10 turns.
When used:
* Cleanse 3 total effects of type disease, wound, or poison.
* Reduce fatigue by 42% for 2 turns.
* Reduce 2 talent cooldowns by 2.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 60
Infused by nature
Crafted by a master
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +21
Fatigue: +22%
Changes stats: +6 Str / +2 Dex / +3 Cun / +5 Con
Changes resistances: +12% acid / +8% physical / +13% cold
Changes resistances penetration: +15% lightning
Allows you to breathe in: water
Physical save: +25 (+6 eff.)
Spell save: +12 (+3 eff.)
Mana when firing critical spell: +2.00
Maximum life: +100.00
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


Requires:
- Strength 20
Infused by nature
Crafted by a master
9.00 Encumbrance.
[Random Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +8
Defense: +30 (+8 eff.)
Fatigue: +8%
Changes stats: +8 Str
Changes resistances: +24% lightning / +10% physical / +11% darkness / +9% fire
Changes resistances penetration: +20% physical
Life regen: +6.80
Stamina each turn: +1.60
Light radius: +1
It can be used to activate talent Track, placing all other charms into a 20 cooldown :
Effective talent level: 3.5
Power cost: 20 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 26 for 6 turns.
The radius will increase with your Cunning.
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / head ; tier 5
When wielded/worn:
Defense: +7 (+2 eff.)
Changes resistances: +15% mind
Changes resistances cap: +10% mind
Changes resistances penetration: +10% mind
Mental save: +25 (+6 eff.)
Confusion immunity: +40%
Psi when firing a critical mind attack: +6.00
Maximum psi: +50.00
Mindpower: +20 (+7 eff.)
Mental crit. chance: +9%
Infravision radius: +5
It can be used to reveal the surrounding area (range 20)
Activation costs 20 power out of 30/30.
This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen."
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 4
When wielded/worn:
Physical crit. chance: +8.0%
Damage when hit (Melee): 4 cold
Changes resistances: +6% nature / +3% physical
Changes damage: +9% fire
Confusion immunity: +20%
Only die when reaching: -80.00 life
It can be used to blast the opponent's mind dealing 392 mind damage and silencing them for 4 turns
Activation puts all charms on cooldown for 10 turns.
When used:
* Increase all damage penetration by 26% for 2 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Damage (Melee): 15 arcane
Changes resistances: +15% arcane
Changes resistances penetration: +10% arcane
Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all
Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether
Talent cooldown: Aether Avatar (-4 turns)
Spell save: +10 (+2 eff.)
Silence immunity: +30%
Maximum mana: +35.00
Spellpower: +10 (+4 eff.)
Spell crit. chance: +5%
Talent on hit(spell): Arcane Vortex (10% chance level 2).
It can be used to activate talent Manathrust (costing 4 power out of 6/6) :
Effective talent level: 5.5
Power cost: 4 out of 6/6.
Range: 10
Travel Speed: 2000% of base
Is: a spell and usable during Aether Avatar
Description: Conjures up mana into a powerful bolt doing 140.35 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower.
This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by psionic forces
2.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Changes stats: +8 Wil / +4 Cun / +5 Con
Changes resistances penetration: +8% physical
Physical save: +10 (+3 eff.)
Spell save: +10 (+2 eff.)
Mental save: +8 (+2 eff.)
Mindpower: +4 (+1 eff.)
It can be used to activate talent Blindside, placing all other charms into a 17 cooldown :
Effective talent level: 2.5
Power cost: 17 out of 25/25.
Range: 6
Travel Speed: instantaneous
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn.
The Defense boost improves with your Strength.
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour penetration: +1
Armour: +3
Changes stats: +1 Cun / +4 Dex
Changes resistances: +12% acid / +6% cold
Critical mult.: +5.00%
Cut immunity: +20%
Confusion immunity: +20%
Life regen: +4.00
Healing mod.: +13%
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Infused by nature
Crafted by a master
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 5
Base power: 36.0 - 46.8
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns
Damage (Melee): +16 blight
When wielded/worn:
Accuracy: +9 (+2 eff.)
Physical power: +25 (+5 eff.)
Defense: +14 (+4 eff.)
Changes stats: +8 Str / +9 Dex / +4 Mag / +8 Wil / +8 Cun / +4 Con
Changes damage: +9% temporal
Disarm immunity: +35%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Willpower 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 5
Base power: 22.0 - 24.2
Uses stats: 60% Wil, 20% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +6 Wil
Changes resistances: +20% mind
Changes resistances penetration: +20% mind
Changes damage: +20% mind
Confusion immunity: +30%
Mindpower: +18 (+4 eff.)
Mental crit. chance: +9%
Activating this item is instant.
It can be used to activate talent Wayist (costing 38 power out of 60/60) :
Effective talent level: 2.5
Power cost: 38 out of 60/60.
Range: 4
Travel Speed: instantaneous
Is: a mind power
Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help.
Summons up to 3 yeek mindslayers to your side for 6 turns.
All their primary stats will be set to 59 (based on your Willpower and Talent Level).
Your increased damage, damage penetration, and many other stats will be inherited.
The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts.
This item has been sent to the Item's Vault.