

Requires:
- Cunning 16
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 1
Base power: 15.0 - 19.5
Uses stats: 45% Str, 55% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Attack speed: 100%
Damage Shield penetration (this weapon only): +50%
When wielded/worn:
Accuracy: +20 (+5 eff.)
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.
This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.
This item has been sent to the Item's Vault.


Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
It is part of a set of items.
Nature requires balance in these matters.
Base power: 8.0 - 8.8
Uses stats: 50% Wil, 30% Cun
Damage type: Fire
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: -10% cold
Changes resistances penetration: +10% fire
Changes damage: +10% fire
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
Global speed: +5%
Talent on hit(mindpower): Flame Fury (10% chance level 2).
This mindstar glows with a bright warm light, but seems somehow incomplete.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 80% 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 stats: +4 Con
Changes damage: +20% fire
Talent granted: +1 Command Staff
Life regen: +0.80
Spellpower: +14 (+6 eff.)
Spell crit. chance: +3%
Healing mod.: +13%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Type: armor / feet ; tier 1
When wielded/worn:
Armour: +5
Fatigue: +2%
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 6 fire
Changes resistances: +3% fire / +9% temporal
Changes resistances penetration: +15% fire / +5% temporal
Changes damage: +12% temporal
Infravision radius: +2
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 15
Crafted by a master
1.00 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +9 (+2 eff.)
Armour: +2
Damage when hit (Melee): 2 physical
Changes stats: +2 Str
Changes damage: +3% physical
Spell save: +9 (+3 eff.)
Mana when firing critical spell: +2.00
Spellpower on spell critical (stacks up to 3 times): +4
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
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:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +2 Con
Changes resistances: +12% fire / +16% cold
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
Type: lite / lite ; tier 1
When wielded/worn:
Damage when hit (Melee): 11 fire
Changes resistances: +5% fire
Mental save: +6 (+3 eff.)
Light radius: +3
See stealth: +6
See invisible: +5
A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / rod ; tier 2
It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5)
Activation costs 26 power out of 30/30.
You can feel magic draining out around this rod. Even nature itself seems affected.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Activate the infusion to heal yourself for 269 life over 5 turns.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the infusion.
Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Type: armor / feet ; tier 1
When wielded/worn:
Armour: +3
Fatigue: +2%
Effects on melee hit:
* 10 arcane resource burn
Changes stats: +1 Cun / +2 Con
Changes resistances: +2% physical
Physical save: +11 (+5 eff.)
Mental save: +11 (+6 eff.)
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
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:
- Heavy armour training
Infused by nature
1.50 Encumbrance.
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +1
Fatigue: +1%
Damage (Melee): 6 cold
Changes stats: +5 Dex / +2 Wil
Changes resistances: +6% mind / +6% cold
Changes resistances penetration: +15% darkness
Changes damage: +4% cold
Reduces incoming crit damage: 15.00%
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.


Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +13 (+5 eff.)
Fatigue: +4%
Changes stats: +6 Cun / +6 Wil
Changes resistances: +35% fire
Changes damage: +35% fire
It can be used to activate talent Meteor Rain (costing 22 power out of 50/50) :
Effective talent level: 2.0
Power cost: 22 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 18.65 fire and 16.22 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.