

Requires:
- Dexterity 48
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 5
Base power: 62.5 - 75.0
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +24.0%
Capacity: 22
On weapon hit:
* 25% chance for lightning to strike from the target to a second target dealing 15 damage
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
* Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +12 blight / +8 cold
Damage (radius 2) on crit: +20 cold
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 3
When wielded/worn:
Changes stats: +4 Dex / +10 Wil / +2 Con
Changes resistances: +3% nature / +6% fire
Changes resistances penetration: +20% mind
It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them.
(Tentacle Stats)
Life: 685
Base Damage: 290
Armor: 30
All Resist: 25
Activation puts all charms on cooldown for 25 turns.
When used:
* Increase the duration of 2 beneficial effects by 2.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
It can be used to create a shield absorbing up to 452 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 28 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.


Requires:
- Level 15
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Accuracy: +7 (+2 eff.)
Armour: +3
Defense: +6 (+3 eff.)
Fatigue: +3%
Effects when hit in melee:
* 12% chance to gain 10% of a turn (3/turn limit)
Changes stats: +4 Str / +3 Dex / +2 Wil / +8 Cun / +4 Con
Changes resistances: +6% blight / +6% temporal
Changes damage: +12% acid
Mental save: +6 (+3 eff.)
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
A hat made of leather. Very stylish.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Defense: +30 (+14 eff.)
Changes resistances: +12% temporal / +22% fire / +9% light / +12% cold
Healing mod.: +20%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 405 damage for 5 turns.
Its effects scale with your Dexterity stat.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
Infused by psionic forces
1.00 Encumbrance.
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +11 (+4 eff.)
Armour penetration: +9
Armour: +3
Changes stats: +5 Cun / +4 Dex
Physical save: +7 (+3 eff.)
Mental save: +6 (+3 eff.)
Disarm immunity: +24%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown :
Effective talent level: 3.0
Power cost: 16 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
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 35
Powered by steamtech
0.00 Encumbrance.
Type: tinker / steamtech ; tier 5
When attach to an other item:
Talent granted: +5 Explosive Shell
Tinkers can be attached to normal items to improve them with steam power!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by steamtech
0.00 Encumbrance.
Type: tinker / steamtech ; tier 5
When attach to an other item:
Damage (radius 1) on hit: +90 20% chance of physical repulsion
Strikes can trigger a thunderclap that damages and repel foes.
Tinkers can be attached to normal items to improve them with steam power!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: tool / digger ; tier 5
When wielded/worn:
Accuracy: +6 (+2 eff.)
Fatigue: -6%
Changes stats: +7 Cun / +10 Str
Changes resistances: +6% light
Lowers spell cool-downs by: 10%
Infravision radius: +4
When carried:
Talent granted: +1 Dig
Allows you to dig a wall, remove a tree, create ways.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 5
It can be used to sting an enemy dealing 458 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 12 turns.
When used:
* Reduce 2 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:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 5
It can be used to create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 16 turns.
When used:
* Gain a 19% 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.


Requires:
- Level 15
Crafted by a master
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 3
When wielded/worn:
Accuracy: +10 (+2 eff.)
Armour: +9
Changes stats: +3 Str / +3 Dex / +4 Wil / +3 Cun / +5 Con / +5 Lck
Critical mult.: +15.00%
Stealth bonus: +10
Physical save: +7 (+2 eff.)
Spell save: +8 (+4 eff.)
Mental save: +9 (+3 eff.)
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 7
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.


Requires:
- Level 15
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Accuracy: +7 (+1 eff.)
Armour: +3
Defense: +6 (+1 eff.)
Fatigue: +3%
Effects when hit in melee:
* 12% chance to gain 10% of a turn (3/turn limit)
Changes stats: +4 Str / +3 Dex / +2 Wil / +8 Cun / +4 Con
Changes resistances: +6% blight / +6% temporal
Changes damage: +12% acid
Mental save: +6 (+2 eff.)
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
A hat made of leather. Very stylish.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +8 (+3 eff.)
Armour: +2
Defense: +10 (+2 eff.)
Damage (Melee): 5 light
Changes stats: +2 Str / +1 Dex / +1 Mag / +3 Cun
Changes resistances: +11% light / +6% darkness
Changes resistances penetration: +20% physical
Changes damage: +5% light
Infravision radius: +1
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Starfall, placing all other charms into a 20 cooldown :
Effective talent level: 1.0
Power cost: 20 out of 20/20.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: A star falls on a radius 1 area, doing 31.19 darkness damage on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower.
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.