

Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +2 Mag / +3 Wil
Changes resistances penetration: +10% arcane
Changes damage: +6% darkness
Critical mult.: +20.00%
Cut immunity: +60%
Mana each turn: +0.08
Mana when firing critical spell: +2.00
Healing mod.: +22%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
It can be used to activate talent Heal, placing all other charms into a 30 cooldown :
Effective talent level: 1.0
Power cost: 30 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift
Description: Imbues your body with natural energies, healing for 187 life.
The life healed will increase with your Mindpower.
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+3 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by arcane disrupting forces
Crafted by a master
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +27 (+7 eff.)
Armour penetration: +9
Physical power: +6 (+2 eff.)
Armour: +3
Changes stats: +3 Cun / +2 Dex
Changes resistances: +11% blight / +9% darkness
Spell save: +21 (+8 eff.)
Disease immunity: +20%
Disarm immunity: +20%
Infravision radius: +2
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Track, placing all other charms into a 13 cooldown :
Effective talent level: 2.0
Power cost: 13 out of 15/15.
Range: melee/personal
Travel Speed: instantaneous
Description: Sense foes around you in a radius of 14 for 5 turns.
The radius will increase with your Cunning.
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 psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +5
Defense: +10 (+5 eff.)
Changes resistances: +20% cold / +20% mind / +11% all
Changes damage: +20% mind
Grants telepathy: Humanoid
Mental save: +10 (+4 eff.)
Confusion immunity: +35%
Mindpower: +10 (+3 eff.)
Mental crit. chance: +5%
A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
Type: armor / cloth ; tier 4
When wielded/worn:
Armour penetration: +4
Physical crit. chance: +3.0%
Armour: +4
Defense: +10 (+5 eff.)
Changes stats: +3 Con
Changes resistances: +13% all
Changes resistances penetration: +15% acid / +10% physical
Changes damage: +9% arcane
Mental save: +22 (+8 eff.)
Maximum stamina: +30.00
Mindpower: +3 (+1 eff.)
Mental crit. chance: +4%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
Infused by arcane disrupting forces
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +7
Fatigue: +5%
Changes stats: +7 Wil
Changes resistances: +21% blight / +1% physical / +21% nature / +3% light
Spell save: +6 (+3 eff.)
Mental save: +10 (+4 eff.)
Disarm immunity: +20%
Life regen: +4.00
Maximum life: +61.00
Healing mod.: +14%
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 15.0 - 19.5
Uses stat: 100% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Defense: +2 (+1 eff.)
Effects on melee hit:
* 10% chance to reduce armor by 18%
Changes stats: +7 Str / +5 Wil / +2 Cun / +3 Con
Changes resistances: +6% nature
Changes damage: +12% nature
Physical save: +10 (+4 eff.)
Maximum life: +46.00
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 48
Crafted by a master
17.00 Encumbrance.
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +13
Fatigue: +22%
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
* 20% chance to reduce strength, dexterity, and constitution by 5
Changes resistances: +23% lightning
Changes resistances penetration: +10% blight
Changes damage: +21% lightning / +12% temporal
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 4 physical, 4 nature, 3 light
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
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 4
When wielded/worn:
Ranged Defense: +20 (+7 eff.)
Changes stats: +12 Dex / +10 Cun / +8 Lck
Deflect projectiles away: +15%
Slows Projectiles: +30%
Activating this item is instant.
It can be used to activate talent Evasion (costing 26 power out of 30/30) :
Effective talent level: 4.0
Power cost: 26 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Infused by nature
Crafted by a master
3.00 Encumbrance.
Type: weapon / waraxe ; tier 4
Base power: 32.5 - 45.5
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +6.5%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50%
Damage (radius 2) on crit: +19 lightning / +27 cold
When wielded/worn:
Physical crit. chance: +9.0%
Physical power: +7 (+2 eff.)
Changes resistances penetration: +11% lightning / +13% cold
Movement speed: +29%
One-handed war axes.
This item has been sent to the Item's Vault.