

Requires:
- Level 15
Infused by nature
Crafted by a master
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Accuracy: +7 (+2 eff.)
Physical power: +8 (+2 eff.)
Armour: +2
Damage (Melee): 5 acid
Changes stats: +2 Str / +1 Mag
Changes resistances: +6% acid / +6% blight
Changes damage: +3% acid
Physical save: +6 (+3 eff.)
Spell save: +3 (+1 eff.)
Mental save: +5 (+4 eff.)
Disarm immunity: +21%
Mana each turn: +0.04
Damage Shield penetration: +10%
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
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour penetration: +17
Physical crit. chance: +5.0%
Physical power: +5 (+1 eff.)
Armour: +3
Defense: +15 (+14 eff.)
Changes stats: +2 Str / +2 Dex
Changes resistances: +12% mind
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: -25% light
Changes resistances cap: -25% light
Change telepathy range by : +10
Grants telepathy: Horror
Blindness immunity: +100%
Confusion immunity: +50%
Infravision radius: +3
Activating this item is instant.
It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) :
Effective talent level: 2.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.
Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Changes stats: +3 Mag
Changes resistances: +8% darkness / +8% temporal
Changes resistances penetration: +10% darkness / +10% temporal
Changes damage: +8% darkness / +8% temporal
N.Energy each turn: +0.20
Spellpower on spell critical (stacks up to 3 times): +4
Spellpower: +2 (+0 eff.)
Spell crit. chance: +3%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent on hit(spell): Dust to Dust (10% chance level 2).
Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Changes resistances: +11% acid / +28% physical / +3% temporal / +12% blight / +12% cold / +34% fire / +11% all
Changes resistances penetration: +10% blight
Changes damage: +13% acid / +27% physical / +30% fire / +9% temporal / +6% cold
Talent cooldown: Refit Golem (-3 turns)
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
Infused by nature
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 15.0 - 18.0
Uses stat: 130% Mag
Damage type: Nature
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes resistances: +30% blight / +30% nature
Damage affinity(heal): +20% nature
Talent granted: +1 Command Staff
Spell save: +15 (+8 eff.)
Spellpower: +15 (+5 eff.)
Spell crit. chance: +10%
It can be used to cure up to 5 diseases or poisons (based on Magic)
Activation costs 10 power out of 60/60.
A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect.
This item has been sent to the Item's Vault.