
 Mighty Girdle
Mighty GirdleRequires:
- 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.

 This item will automatically be transmogrified when you leave the level.
This item will automatically be transmogrified when you leave the level.Hornet Stingers (20/20, 18-25 power, 10 apr)
Requires:
- Dexterity 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 2
Base power: 18.0 - 25.2
Uses stats: 50% Str, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +5.0%
Capacity: 20
On weapon hit:
* afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns
A vile poison drips from the tips of these arrows.
This item has been sent to the Item's Vault.

 Nature's Blessing (8 def, 6 armour)
Nature's Blessing (8 def, 6 armour)Requires:
- Strength 20
Infused by nature
Infused by arcane disrupting forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +8 (+2 eff.)
Ranged Defense: +4 (+1 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+12 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%
Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
This item has been sent to the Item's Vault.

 Spider-Silk Robe of Spydrë (10 def, 15 armour)
Spider-Silk Robe of Spydrë (10 def, 15 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 3
When wielded/worn:
Armour: +15
Armour Hardiness: +30%
Defense: +10 (+3 eff.)
Damage when hit (Melee): 20 nature slow / 20 poison
Changes stats: +5 Con / +4 Wil
Changes resistances: +30% nature / +11% all
Changes damage: +15% acid / +15% nature / +15% mind
Physical save: +10 (+5 eff.)
Spell save: +10 (+8 eff.)
Mindpower: +10 (+3 eff.)
Mental crit. chance: +5%
This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.
This item has been sent to the Item's Vault.

 This item will automatically be transmogrified when you leave the level.
This item will automatically be transmogrified when you leave the level.Swordbreaker (25-32 power, 20 apr)
Requires:
- Cunning 10
- Dexterity 10
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 25.0 - 32.5
Uses stats: 50% Cun, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+4 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+7 eff.)
Disarm immunity: +50%
Can block like a shield, potentially disarming the enemy.
This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
This item has been sent to the Item's Vault.

 This item will automatically be transmogrified when you leave the level.
This item will automatically be transmogrified when you leave the level.Wrap of Stone (0 def, 0 armour)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 2
When wielded/worn:
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth
Spellpower: +6 (+6 eff.)
It can be used to activate talent Stone Wall (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 3 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 40.50 physical damage.
Duration and damage will improve with your Spellpower.
This thick cloak is incredibly tough, yet bends and flows with ease.
This item has been sent to the Item's Vault.

 This item will automatically be transmogrified when you leave the level.
This item will automatically be transmogrified when you leave the level.Imp Claw
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Light radius: +1
See stealth: +10
It can be used to activate talent Flame (costing 9 power out of 9/9) :
Effective talent level: 2.0
Power cost: 9 out of 9/9.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 69.60 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.
The battered remains of a flame imp's hand. It still burns with that unnatural flame.
This item has been sent to the Item's Vault.

 Earthen Beads
Earthen BeadsRequires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes stats: +5 Wil
Damage affinity(heal): +15% nature
Life regen: +2.00
Mindpower: +5 (+1 eff.)
Enhances the effectiveness of Meditation by 20%
It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) :
Effective talent level: 3.5
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Touch a target (or yourself) to infuse it with Nature, healing it for 326 (this heal does not work on undead).
The amount healed will increase with your Mindpower.
This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.
This item has been sent to the Item's Vault.

 Lightbringer's Wand
Lightbringer's WandRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 18 light
Changes resistances: +12% darkness / +12% light
Changes damage: +10% light
Spell save: +15 (+5 eff.)
Light radius: +2
It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 53 light damage (based on your Magic and Strength) to your foes within radius 5 each turn
Activation costs 35 power out of 35/35.
This gold-tipped wand shines with an unnatural sheen.
This item has been sent to the Item's Vault.

 Sword of Potential Futures (28-39 power, 10 apr)
Sword of Potential Futures (28-39 power, 10 apr)Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
It is part of a set of items.
In the past there was a dagger with it.
Base power: 28.0 - 39.2
Uses stats: 20% Mag, 80% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spellpower: +5 (+1 eff.)
Spell crit. chance: +5%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.
This item has been sent to the Item's Vault.

 Bloomsoul (8-9 power, 13 apr, nature damage)
Bloomsoul (8-9 power, 13 apr, nature damage)Requires:
- Willpower 18
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 2
Base power: 8.0 - 8.8
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +13
Crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Talent mastery: +0.30 Wild-gift / Fungus
Life regen: +2.00
Mindpower: +8 (+2 eff.)
Mental crit. chance: +4%
Healing mod.: +20%
Activating this item is instant.
It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) :
Effective talent level: 2.5
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns.
The life healed will increase with the Willpower stat.
Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.
This item has been sent to the Item's Vault.

 Great Caller (10-11 power, 18 apr, nature damage)
Great Caller (10-11 power, 18 apr, nature damage)Requires:
- Willpower 34
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 3
Base power: 10.0 - 11.0
Uses stats: 30% Wil, 50% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +3 Wil
Changes damage: +8% cold / +8% fire / +8% physical
Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced)
Mindpower: +12 (+4 eff.)
Mental crit. chance: +6%
Heals friendly targets nearby when you use a nature summon: +30
Max wilder summons: +2
Gives a 30% chance that your nature summons appear as wild summons.
This mindstar constantly emits a low tone. Life seems to be pulled towards it.
This item has been sent to the Item's Vault.
