

Requires:
- Level 35
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Changes stats: +3 Dex / +23 Wil / +20 Cun
Changes resistances: +9% nature
Changes damage: +9% nature
Damage against: +117% Summoned
Reduced damage from: +92% Summoned
See invisible: +12
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +18
Armour Hardiness: +15%
Defense: +18 (+5 eff.)
Damage when hit (Melee): 15 darkness / 15 cold
Changes stats: +5 Dex / +5 Mag / +5 Cun
Changes resistances: +30% temporal / +30% darkness / +30% cold
Changes damage: +20% darkness / +20% cold
Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth
Critical mult.: +20.00%
Stealth bonus: +10
Spellpower: +10 (+4 eff.)
It can be used to turn yourself invisible (power 29, based on Cunning and Magic) for 10 turns
Activation costs 31 power out of 50/50.
This deep black leather armor, wrapped with thick silk, is icy cold to the touch.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Strength 40
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: +4
Defense: +8 (+2 eff.)
Ranged Defense: +10 (+3 eff.)
Changes resistances: +30% temporal
Reduce damage by fixed amount: +20 all
Talent granted: +1 Block
Spell save: +20 (+5 eff.)
Spellpower: +12 (+5 eff.)
Slows Projectiles: +50%
Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.
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:
Changes resistances: +9% acid
Changes resistances penetration: +20% nature
Silence immunity: +20%
It can be used to sting an enemy dealing 556 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 10 turns.
When used:
* Reduce fatigue by 59% for 2 turns.
* Cleanse 3 total effects of type disease, wound, or poison.
* Reduce 3 talent cooldowns by 2.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Powered by arcane forces
12.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 96.0 - 144.0
Uses stat: 140% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +22
Crit. chance: +10.0%
Attack speed: 83%
On weapon hit:
* 50% chance to reduce strength, dexterity, and constitution by 11
* Blasts creatures in a radius 1 shockwave around your target for 190.97 to 572.91 physical damage (based on Strength).
Damage conversion: 20% blight
When wielded/worn:
Changes damage: +12% physical
Critical mult.: +40.00%
Knockback immunity: +30%
It can be used to knock away other creatures within radius 4), dealing 476.86 to 953.72 physical damage (based on Strength) to each
Activation costs 31 power out of 50/50.
The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy.
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 91 for 5 turns
Activation puts all charms on cooldown for 16 turns.
When used:
* Heal for 53.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 18%
* 20% chance to reduce all saves and defense by 28
Changes resistances: +20% nature / +6% cold / +12% darkness / +6% temporal
Maximum life: +46.00
Light radius: +4
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by arcane disrupting forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 5
When wielded/worn:
Armour penetration: +13
Damage when hit (Melee): 8 mind
Changes resistances: +6% all
Changes resistances penetration: +25% lightning / +13% all
Changes damage: +6% mind
Spell save: +27 (+7 eff.)
Light radius: +7
Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 4
When wielded/worn:
Accuracy: +12 (+2 eff.)
Armour penetration: +12
Defense: +12 (+3 eff.)
Changes stats: +10 Lck / +5 Cun
Physical save: +10 (+2 eff.)
Spell save: +10 (+3 eff.)
Mental save: +10 (+2 eff.)
See stealth: +12
See invisible: +12
It can be used to activate talent Track (costing 12 power out of 35/35) :
Effective talent level: 3.5
Power cost: 12 out of 35/35.
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.
This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword.
His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: gem / multi-hued ; tier 3
When wielded/worn:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Casts lasers on spellcast when worn or imbued.
When used to imbue an object:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Latent Damage Type: Lightning
Talent on hit(spell): Eye Beam (10% chance level 2).
This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by psionic forces
1.00 Encumbrance.
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +20 (+4 eff.)
Physical power: +20 (+4 eff.)
Armour: +3
Damage (Melee): 15 mind
Changes stats: +7 Con
Changes resistances: +10% mind
Changes resistances penetration: +25% physical
Changes damage: +10% mind
Reduces incoming crit damage: 15.15%
Maximum life: +80.00
When used to modify unarmed attacks:
Base power: 25.0 - 27.5
Uses stats: 40% Str, 40% Cun, 40% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +5.0%
Attack speed: 125%
When this weapon hits: Psychic Lobotomy (20% chance level 5).
Damage (radius 2) on crit: +15 mind
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.


Requires:
- Dexterity 48
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 5
Base power: 78.5 - 94.2
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +17.0%
Capacity: 22
On weapon hit:
* 20% chance to create vines that bind the target to the ground dealing 214 nature damage and pinning them for 3 turns
On weapon crit:
* Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +16 mind
Damage (radius 1) on hit: +20 lightning
Damage (radius 2) on crit: +20 lightning
Shots are used with slings to pummel your foes to death.
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:
Effects on melee hit:
* 20% chance to reduce armor by 26%
* 20% chance to reduce all saves and defense by 32
Damage when hit (Melee): 10 acid
Changes resistances: +26% lightning / +12% mind / +21% acid
Changes resistances penetration: +10% acid
Changes damage: +6% acid / +9% temporal / +15% cold
Stun/Freeze immunity: +44%
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +5%
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 8 fire
Changes stats: +5 Str / +4 Con
Changes resistances: +14% lightning / +11% temporal / +25% fire / +13% cold
Physical save: +13 (+3 eff.)
Mental save: +14 (+3 eff.)
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
It can be used to activate talent Battle Cry, placing all other charms into a 18 cooldown :
Effective talent level: 3.5
Power cost: 18 out of 28/28.
Range: melee/personal
Travel Speed: instantaneous
Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power.
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
Type: armor / head ; tier 5
When wielded/worn:
Accuracy: +15 (+3 eff.)
Armour: +5
Fatigue: +5%
Effects on melee hit:
* 20 arcane resource burn
Changes stats: +9 Wil
Changes resistances: +10% blight / +5% physical / +15% temporal / +15% acid
Changes resistances penetration: +15% physical
Changes damage: +18% physical
Mental save: +14 (+3 eff.)
Maximum stamina: +30.30
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 70.0 - 112.0
Uses stats: 10% Mag, 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +18
Crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking.
Lifesteal (this weapon only): +5%
When wielded/worn:
Changes stats: +10 Str / +8 Mag / +5 Con
Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath
Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn)
Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Armour: +8
Defense: +9 (+2 eff.)
Damage when hit (Melee): 8 nature
Changes resistances: +7% acid / +12% fire / +8% cold / +5% arcane / +7% lightning
Changes resistances penetration: +15% nature
Physical save: +17 (+5 eff.)
Life regen: +2.20
Healing mod.: +22%
A belt that goes around your waist.
This item has been sent to the Item's Vault.


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 (+4 eff.)
Ranged Defense: +17 (+4 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 58.53 to 73.16 light damage (based on Willpower and Cunning)
Activation costs 8 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.


Requires:
- Heavy armour training
Infused by nature
3.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +4
Fatigue: +3%
Changes resistances: +6% blight / +12% mind / +3% darkness
Changes resistances penetration: +10% light
Reduces incoming crit damage: 15.00%
Blindness immunity: +10%
Cut immunity: +20%
Life regen: +6.00
Healing mod.: +15%
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +4 Cun / +5 Mag
Changes resistances: +26% acid / +26% fire / +21% lightning / +22% cold
Spellpower: +12 (+6 eff.)
Rings make your fingers look great!
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 penetration: +16
Physical crit. chance: +9.0%
Armour: +23
Defense: +32 (+8 eff.)
Fatigue: +8%
Effects on melee hit:
* 21% chance to reduce damage dealt by 26%
Damage (Melee): 9 fire
Damage (Ranged): 9 fire
Damage when hit (Melee): 6 nature
Changes stats: +5 Wil
Changes resistances: +30% blight / +30% fire / +38% darkness / +18% physical
Changes resistances penetration: +5% darkness
Changes damage: +6% nature / +12% darkness
Stamina each turn: +1.50
Light radius: +2
Activating this item is instant.
It can be used to activate talent Second Wind, placing all other charms into a 22 cooldown :
Effective talent level: 5.5
Power cost: 22 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Take a deep breath to recover 200 stamina. The stamina recovery improves with your Strength and Willpower.
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by psionic forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +9 Wil
Changes resistances: +18% acid / +5% physical / +9% light
Mental save: +18 (+4 eff.)
Disease immunity: +20%
Life regen: +4.00
Equilibrium when hit: +0.08
Maximum life: +100.00
Mental crit. chance: +2%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
1.50 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +14 (+3 eff.)
Physical power: +17 (+3 eff.)
Armour: +3
Fatigue: +5%
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Changes stats: +4 Cun / +5 Str
Changes resistances: +12% darkness / +12% light
Changes damage: +6% light
Life regen: +5.30
Stamina each turn: +1.30
Psi each turn: +0.18
Infravision radius: +4
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
When used to modify unarmed attacks:
Base power: 39.5 - 55.3
Uses stats: 40% Str, 40% Cun, 40% Dex
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Accuracy: +12
Armour Penetration: +15
Crit. chance: +23.0%
Attack speed: 100%
When this weapon hits: Second Wind (10% chance level 1).
When this weapon crits: Dominate (10% chance level 5).
Damage (Melee): +15 darkness
It can be used to activate talent Track, placing all other charms into a 10 cooldown :
Effective talent level: 3.5
Power cost: 10 out of 15/15.
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.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
Crafted by a master
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +12 (+3 eff.)
Physical crit. chance: +15.0%
Armour: +3
Damage (Melee): 12 blight
Changes stats: +4 Cun
Changes resistances: +8% blight / +6% fire / +15% darkness / +9% temporal
Changes damage: +8% blight
Critical mult.: +15.00%
Pinning immunity: +10%
Life regen: +4.00
Spell crit. chance: +9%
Mental crit. chance: +20%
Infravision radius: +3
Healing mod.: +10%
When used to modify unarmed attacks:
Base power: 33.5 - 36.9
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy: +12
Armour Penetration: +5
Crit. chance: +30.0%
Attack speed: 125%
When this weapon hits: Soul Rot (20% chance level 5).
When this weapon crits: Cripple (20% chance level 5).
When this weapon crits: Dominate (10% chance level 5).
Damage (Melee): +29 darkness
Damage (radius 2) on crit: +9 blight
It can be used to activate talent Track, placing all other charms into a 10 cooldown :
Effective talent level: 3.5
Power cost: 10 out of 15/15.
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.
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.


Requires:
- Strength 22
Crafted by a master
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 3
When wielded/worn:
Armour: +7
Defense: +6 (+2 eff.)
Fatigue: +7%
Changes stats: +5 Wil / +4 Con
Changes resistances: +35% nature
Reduces incoming crit damage: 30.00%
Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns.
No rogue blades shall incapacitate the wearer of this armour.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Defense: +18 (+5 eff.)
Fatigue: +4%
Damage when hit (Melee): 6 mind
Changes resistances: +21% darkness / +21% temporal
Changes resistances penetration: +17% temporal / +18% darkness / +20% mind
Changes damage: +6% mind
Silence immunity: +48%
Confusion immunity: +42%
Stun/Freeze immunity: +44%
Hate when firing a critical mind attack: +3.00
Light radius: +1
Defense after a teleport: +30
Resist all after a teleport: +18%
New effects duration reduction after a teleport: +21%
Activating this item is instant.
It can be used to activate talent Evasion, placing all other charms into a 19 cooldown :
Effective talent level: 7.2
Power cost: 19 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 37% chance to evade melee and ranged attacks and 58 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 30%
Damage when hit (Melee): 4 acid
Changes resistances: +9% lightning / +21% temporal / +10% darkness / +6% fire / +10% blight / +8% cold / +11% light / +13% all
Changes resistances penetration: +10% acid / +13% physical / +15% darkness
Changes damage: +6% acid / +21% temporal / +17% darkness / +6% nature / +5% physical
Physical save: +16 (+4 eff.)
Spell save: +29 (+7 eff.)
Mental save: +13 (+4 eff.)
Maximum hate: +9.00
Mindpower: +8 (+3 eff.)
Mental crit. chance: +4%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
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:
Armour: +6
Damage when hit (Melee): 8 fire
Changes stats: +6 Con
Changes resistances: +18% light
Physical save: +17 (+4 eff.)
Confusion immunity: +20%
Life regen: +9.00
Only die when reaching: -80.80 life
Maximum life: +170.00
Healing mod.: +20%
Amulets make your neck look great!
This item has been sent to the Item's Vault.