
SalythraRequires:
- Dexterity 16
- Talent Shoot
Infused by nature
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / sling ; tier 2
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +7
Damage (radius 2) on crit: +11 acid / +10 nature
When wielded/worn:
Armour penetration: +6
Physical power: +9 (+4 eff.)
Damage when hit (Melee): 2 blight
Changes stats: +7 Str / +7 Dex / +3 Mag / +7 Wil / +5 Cun / +5 Con
Changes resistances penetration: +12% acid / +12% nature
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.

CorpsebowRequires:
- Dexterity 16
- Talent Shoot
Powered by arcane forces
Infused by nature
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 2
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +7
When this weapon hits: Epidemic (25% chance level 1).
When this weapon hits: Cyst Burst (25% chance level 1).
When wielded/worn:
Effects on ranged hit:
* 40% chance to reduce strength, dexterity, and constitution by 25
Damage (Ranged): 20 blight
Changes damage: +20% blight
Disease immunity: +50%
Spellpower: +10 (+3 eff.)
A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.
This item has been sent to the Item's Vault.

Frost Treads (1 def, 4 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +4
Defense: +1 (+1 eff.)
Fatigue: +7%
Changes stats: +4 Str / +4 Wil / +4 Cun
Changes resistances: +10% nature / +20% cold
Changes damage: +15% cold
Light radius: +1
Movement speed: +20%
Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns.
A pair of leather boots. Cold to the touch, they radiate a cold blue light.
This item has been sent to the Item's Vault.

wanderer's pair of rough leather boots of rushing (0 def, 1 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 1
When wielded/worn:
Armour: +1
Changes stats: +2 Str / +2 Cun / +4 Con
Physical save: +11 (+5 eff.)
Mental save: +10 (+5 eff.)
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 1.0
Power cost: 25 out of 25/25.
Range: 6
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.
A pair of boots made of leather.
This item has been sent to the Item's Vault.

Eye of the Dreaming OneRequires:
- 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 (+5 eff.)
Mindpower: +5 (+3 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 8 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.

The JoltRequires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: charm / torque ; tier 2
When wielded/worn:
Changes stats: +4 Cun
Changes damage: +10% mind / +10% lightning
Your mind is attuned to electricity.
Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target.
Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target.
Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower).
This item can have up to 2 charges, with each charge having 4 turn cooldown.
This torque feels tingly to the touch, but seems to enhance your thinking.
This item has been sent to the Item's Vault.

steel ring of miseryRequires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Effects on melee hit:
* 11% chance to reduce all saves and defense by 22
Damage (Melee): 7 physical
Effects on ranged hit:
* 12% chance to reduce all saves and defense by 22
Damage (Ranged): 13 physical
Changes stats: +1 Cun
Hate when firing a critical mind attack: +2.00
Maximum hate: +6.00
It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown :
Effective talent level: 2.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 144% weapon damage.
If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%.
Rings make your fingers look great!
This item has been sent to the Item's Vault.

steel ring 'Frostbliss'Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +4 (+2 eff.)
Effects on melee hit:
* 20% chance to slow global speed by 50%
Changes stats: +2 Dex
Changes resistances: +10% blight / +22% cold / +6% nature
Changes damage: +14% cold
Poison immunity: +12%
Disease immunity: +11%
Rings make your fingers look great!
This item has been sent to the Item's Vault.

Eclipse (18-22 power, 4 apr, darkness element)Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 18.0 - 21.6
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+4 eff.)
Spell crit. chance: +8%
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.

Newly picked upAralle the Duskidol (2 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Defense: +2 (+1 eff.)
Changes stats: +1 Str / +3 Dex / +1 Mag
Changes resistances: +6% darkness / +19% fire
Changes resistances penetration: +15% darkness
Changes damage: +13% fire
See invisible: +12
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.
