

Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +13 (+4 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 25 power out of 50/50) :
Effective talent level: 2.0
Power cost: 25 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 15.81 fire and 17.52 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.


Requires:
- Shield usage training
- Dexterity 24
Crafted by a master
7.00 Encumbrance.
Type: armor / shield ; tier 3
When used to attack (with talents):
Power: 146% Range: 1.2x
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +3.5%
Block value: +128
On weapon crit:
* Smash the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Physical crit. chance: +12.0%
Physical power: +7 (+2 eff.)
Armour: +21
Fatigue: +8%
Damage when hit (Melee): 10 cold
Changes resistances: +6% blight
Talent granted: +1 Block
Teleport immunity: +20%
Life regen: +4.00
Maximum life: +40.00
Handheld deflection devices.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 3
Power: 160% Range: 1.4x
Uses stats: 50% Str, 70% Dex
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +12
Crit. chance: +17.0%
Capacity: 19
On weapon hit:
* 20% chance to knock the target back 3 spaces and deal 145 physical damage
On weapon crit:
* Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50%
Travel speed: +200%
Damage Shield penetration (this weapon only): +30%
Damage (Ranged): +17 nature / +35 physical
When wielded/worn:
Ammo reloads per turn: +1
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 18
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / longbow ; tier 1
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 105%
Firing range: +9
When wielded/worn:
Accuracy: +12 (+3 eff.)
Physical crit. chance: +5.0%
Changes stats: +3 Dex
Changes damage: +5% physical
This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 4
When wielded/worn:
Fatigue: -7%
Effects on melee hit:
* 20% chance to reduce all saves and defense by 26
* 10% chance to slow global speed by 53%
* 10 arcane resource burn
Changes resistances: +5% arcane / +18% acid
Maximum encumbrance: +28
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / longbow ; tier 5
It must be held with both hands.
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +10
When wielded/worn:
Accuracy: +8 (+2 eff.)
Physical crit. chance: +6.0%
Changes stats: +4 Cun / +3 Str
Changes resistances: +9% cold
Changes damage: +21% mind
Infravision radius: +2
See invisible: +6
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 35
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 4
Mastery: Master Marksman
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +9
When wielded/worn:
Changes stats: +4 Str / +2 Wil / +7 Cun / +2 Con
Changes resistances penetration: +9% physical
Changes damage: +12% fire
Light radius: +3
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
1.00 Encumbrance.
Type: armor / belt ; tier 5
When wielded/worn:
Changes stats: +2 Str / +7 Dex / +1 Wil
Changes resistances: +6% darkness
Changes resistances penetration: +25% darkness
Maximum life: +48.00
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 19%
Damage when hit (Melee): 6 fire / 8 cold
Changes damage: +6% acid / +6% cold / +12% fire
Blindness immunity: +20%
Confusion immunity: +13%
Light radius: +8
See stealth: +10
See invisible: +10
It can be used to activate talent Track, placing all other charms into a 40 cooldown :
Effective talent level: 5.0
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 25 for 8 turns.
The radius will increase with your Cunning.
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Dexterity 25
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 2
When used to attack (with talents):
Power: 122% Range: 1.4x
Uses stat: 150% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +2.0%
Block value: +60
When wielded/worn:
Armour: +10
Defense: +9 (+2 eff.)
Fatigue: +14%
Changes resistances: +20% cold / +20% darkness / +20% nature
Talent granted: +1 Block
The barkwood of Wrathroot, made into roughly the shape of a shield.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 1
It is part of a set of items.
Some giant wraps would make you feel great.
When wielded/worn:
Armour: +4
Fatigue: -10%
Maximum encumbrance: +70
Knockback immunity: +40%
Maximum life: +40.00
This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +8% nature / +8% physical
Physical save: +8 (+4 eff.)
Life regen: +3.00
Healing mod.: +20%
This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 35
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
Type: weapon / sling ; tier 4
Mastery: Master Marksman
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +9
Damage (Ranged): +16 cold
When wielded/worn:
Physical power: +12 (+4 eff.)
Armour: +6
Changes stats: +3 Str
Changes resistances: +5% arcane
Reduces incoming crit damage: 15.00%
Poison immunity: +20%
Confusion immunity: +20%
Healing mod.: +5%
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
Type: ammo / arrow ; tier 3
Power: 151% Range: 1.4x
Uses stats: 50% Str, 70% Dex
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +13.0%
Capacity: 21
On weapon hit:
* 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns
On weapon crit:
* Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50%
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 1
When wielded/worn:
Defense: +6 (+2 eff.)
Changes stats: +3 Cun
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Dexterity 24
Infused by nature
Crafted by a master
3.00 Encumbrance.
Type: ammo / shot ; tier 3
Power: 151% Range: 1.2x
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Mastery: Master Marksman
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +12.0%
Capacity: 18
On weapon hit:
* 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns
On weapon crit:
* Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50%
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 2
When wielded/worn:
Damage when hit (Melee): 6 cold
Changes resistances: +3% cold
Changes damage: +6% acid / +3% cold / +6% light
Light radius: +3
It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%
Activation puts all charms on cooldown for 20 turns.
When used:
* Heal for 47.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
When wielded/worn:
Changes resistances: +3% physical
Changes resistances penetration: +15% mind
Blindness immunity: +20%
Confusion immunity: +10%
Life regen: +4.00
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
It can be used to sting an enemy dealing 198 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase all damage penetration by 14% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 5
When wielded/worn:
Armour penetration: +5
Physical crit. chance: +3.0%
Physical power: +10 (+3 eff.)
Damage when hit (Melee): 6 lightning
Physical save: +12 (+6 eff.)
It can be used to blast the opponent's mind dealing 433 mind damage and silencing them for 4 turns
Activation puts all charms on cooldown for 15 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.