
gold amulet 'Shadowhunger'Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes resistances: +16% fire / +3% darkness / +17% cold
Changes damage: +12% darkness
Equilibrium when hit: +0.04
Mental crit. chance: +6%
Amulets make your neck look great!
This item has been sent to the Item's Vault.

Withering OrbsRequires:
- 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 (+3 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.

Glorasethra the Cystlord (36-50 power, 4 apr)Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / mace ; tier 3
Base power: 36.0 - 50.4
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 2 nature
Changes resistances: +3% nature
Changes resistances penetration: +10% arcane / +10% nature
Spell save: +9 (+5 eff.)
Blunt and deadly.
This item has been sent to the Item's Vault.

Black Mesh (8 def, 2 armour, 120 block)Requires:
- Shield usage training
- Strength 20
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +2
Defense: +8 (+3 eff.)
Ranged Defense: +8 (+3 eff.)
Fatigue: +6%
On shield block:
* Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Changes stats: +5 Wil
Changes resistances: +25% blight / +25% darkness
Talent granted: +1 Block
Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
This item has been sent to the Item's Vault.

Spinal Cage (5 def, 8 armour)Requires:
- Level 15
Powered by arcane forces
Infused by nature
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +8
Defense: +5 (+2 eff.)
Fatigue: +3%
Changes stats: +2 Dex
Changes resistances: +15% physical
It can be used to activate talent Bone Grab (costing 20 power out of 30/30) :
Effective talent level: 2.0
Power cost: 20 out of 30/30.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns.
The bone will also deal 51.95 physical damage.
The damage will increase with your Spellpower.
A gross mass of spinal matter hastily assembled into armour.
This item has been sent to the Item's Vault.
Requires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Light radius: +3
It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :
Effective talent level: 2.6
Power cost: 25 out of 25/25.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 124.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.21 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.
A strange orb of demonic origins. It glows with a surreal red light.
This item has been sent to the Item's Vault.

Polotha the Blacknaught (0 def, 2 armour)Requires:
- Heavy armour training
Infused by nature
1.50 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +2
Fatigue: +3%
Damage (Melee): 10 acid
Damage when hit (Melee): 8 darkness
Changes resistances: +5% acid / +15% fire
Changes resistances penetration: +10% darkness
Changes damage: +4% acid / +6% mind
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Metal gloves protecting the hands up to the middle of the lower arm.
This item has been sent to the Item's Vault.

Yvunor (15/15, 22-31 power, 5 apr)Requires:
- Dexterity 11
Crafted by a master
3.00 Encumbrance.
Type: ammo / arrow ; tier 1
Base power: 22.0 - 30.8
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +1.0%
Capacity: 15
On weapon hit:
* 20% chance to reduce armor by 33%
Damage (Ranged): +4 acid
Damage (radius 1) on hit: +12 acid
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.

Glorasewyn the Radiancesear [power 165] (15 cooldown)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 2
When wielded/worn:
Effects on melee hit:
* 10 arcane resource burn
Changes resistances: +3% light / +12% blight / +3% fire / +3% nature / +5% arcane
It can be used to fire a magical bolt dealing 183 fire damage
Activation puts all charms on cooldown for 15 turns.
When used:
* Reduce 1 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.

elven-wood wand of shielding 'Splendourvice' [power 398] (20 cooldown)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 4
When wielded/worn:
Changes resistances: +9% mind
Changes resistances penetration: +10% light
Changes damage: +9% mind
Disease immunity: +15%
It can be used to create a shield absorbing up to 398 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 20 turns.
When used:
* Gain a 26% chance to evade weapon attacks for 2 turns.
* Heal for 72.
* Increase all damage by 10% for 2 turns.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
It was changed by the digestive sack.
This item has been sent to the Item's Vault.

Gliyatta the ash wand of shielding [power 182] (20 cooldown)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 2
When wielded/worn:
Maximum mana: +100.00
Spell crit. chance: +2%
Damage Shield penetration: +20%
It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 20 turns.
When used:
* Increase all damage penetration by 14% for 2 turns.
* Heal for 30.
* Gain a 12% chance to evade weapon attacks for 2 turns.
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.

Vorelaith the iron mail armour (2 def, 4 armour)Requires:
- Heavy armour training
- Strength 14
Infused by nature
14.00 Encumbrance.
Type: armor / heavy ; tier 1
When wielded/worn:
Physical crit. chance: +2.0%
Armour: +4
Defense: +2 (+1 eff.)
Fatigue: +12%
Changes stats: +1 Cun
Changes resistances: +6% mind
Maximum life: +20.00
A suit of armour made of mail.
This item has been sent to the Item's Vault.
