

Requires:
- Level 25
Crafted by a master
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: armor / hands ; tier 4
When wielded/worn:
Accuracy: +7 (+2 eff.)
Armour: +7
Changes stats: +3 Str / +3 Dex / +3 Cun
Changes resistances: +6% lightning / +12% fire
Talent cooldown: Double Strike (-1 turn)
Physical save: +17 (+6 eff.)
Spell save: +9 (+4 eff.)
Mental save: +19 (+7 eff.)
Disarm immunity: +46%
Maximum life: +59.00
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
1.00 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Physical power: +7 (+3 eff.)
Armour: +2
Effects on melee hit:
* 10 arcane resource burn
Changes stats: +4 Str
Changes resistances: +3% nature / +12% cold
Changes resistances penetration: +5% lightning
Changes damage: +12% lightning
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
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 4 nature
Changes resistances: +6% blight / +3% nature / +6% lightning
Maximum wards: +4 arcane / +4 cold / +3 light / +2 darkness
Changes resistances penetration: +5% nature
Talent granted: +1 Ward
Spell save: +12 (+6 eff.)
It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 20 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:
- Dexterity 24
Crafted by a master
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 27.5 - 35.8
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
Damage (radius 1) on hit: +8 fire
Damage (radius 2) on crit: +8 acid
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 11%
Changes damage: +12% darkness / +9% fire
Sharp, short and deadly.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
- Talent Shoot
Powered by arcane forces
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 100%
Firing range: +10
Damage Shield penetration (this weapon only): +10%
Damage (Ranged): +21 fire
When wielded/worn:
Accuracy: +12 (+3 eff.)
Physical crit. chance: +12.0%
Damage when hit (Melee): 2 arcane
Changes resistances penetration: +23% physical
Changes damage: +9% blight / +18% fire
Mana each turn: +0.12
Vim when firing critical spell: +2.00
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.


Requires:
- Strength 16
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 3
When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+5 eff.)
Changes stats: +8 Cun
When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.
This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.
This item has been sent to the Item's Vault.


Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Type: weapon / waraxe ; tier 3
Base power: 19.5 - 27.3
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +4
Crit. chance: +4.5%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50%
When wielded/worn:
Accuracy: +20 (+5 eff.)
Physical crit. chance: +8.0%
Physical power: +7 (+3 eff.)
Changes resistances: +6% nature
Blindness immunity: +20%
Disease immunity: +20%
Pinning immunity: +20%
One-handed war axes.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
3.00 Encumbrance.
Type: tool / digger ; tier 3
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce armor by 11%
* 10% chance to reduce damage dealt by 15%
Changes stats: +2 Str
Changes resistances: +9% acid
Changes resistances penetration: +10% darkness
Changes damage: +6% acid
Infravision radius: +2
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.


1.0
T2 dagger 1H weapon
[Unique]
Arcane
Power 25.0 - 32.5 Physical
Uses 50% Cun, 50% Dex, 15% Mag
Mastery Dagger Mastery
Acc+ +0.2% crit chance (max 25%)
Apr +10
Crit +9.0%
Atk.spd 100%
Dmg.conv 50% darkness
On Hit:
* 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows.
While equipped:
Stats +4 Cun +4 Mag
dps ----------
Dmg.mod +5% darkness
Res.pen +10% darkness
----- def -----
Resists +10% darkness
Stealth +10
Invoke Darkness:
Level 4.5
Pwr.cost 14 out of 20/20.
Range 10
Travel.spd 2000% of base
Is necromancy
a spell
Description: Conjures up a beam of darkness, doing 82.59 darkness damage.
At level 5, the beam widens to hit foes on each side.
The damage will increase with your Spellpower.
This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.
This item has been sent to the Item's Vault.


1.0
T3 dagger 1H weapon
[Unique]
Arcane
The moon shines alone in a starless sky.
Power 10.0 - 13.0 Darkness
Uses 20% Cun, 20% Dex
Mastery Dagger Mastery
Acc+ +0.2% crit chance (max 25%)
Atk.spd 125%
On Hit:
* Deal 70 Darkness damage.
While equipped:
---------- misc
Light -1
A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades.
This item has been sent to the Item's Vault.


3.0
T4 longsword 1H weapon
Reqs Str 44
[Unique]
Arcane
Power 40.0 - 56.0 Physical
Uses 20% Mag, 90% Str
Acc+ +0.4% crit mult (max 40%)
Apr +40
Crit +8.0%
Atk.spd 100%
Dmg.conv 20% temporal
On Hit:
* deals 36 temporal damage and slows enemies in radius 6 of the target by 46% based on Magic
While equipped:
dps ----------
Dmg.mod +30% temporal
+30% physical
----- def -----
Def/telep +20
Res/telep +20%
Dur/telep +20%
Blink Blade:
Level 5.5
Pwr.cost 7 out of 10/10.
Range 9
Travel.spd instantaneous
Is a spell
Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage.
Blink Blade can hit the same target multiple times.
The remnants of a damaged timeline, this blade shifts and fades at random.
This item has been sent to the Item's Vault.


5.0
T3 staff 2H weapon
Reqs Mag 24
[Unique]
Arcane
Power 20.0 - 24.0 Cold
Uses 150% Mag
Mastery Staff Mastery
Acc+ +2.0% proc dam (max 200%)
Apr +4
Atk.spd 100%
While equipped:
dps ----------
Spell.crit +15%
Spell.pwr +20 (+10 eff.)
Dmg.mod +20% acid +20% cold
+20% darkness
+20% blight
---------- misc
Talents +1 Command Staff
Masteries
+0.10 Corruption/Bone
+0.10 Spell/Nightfall
+0.10 Spell/Master of flesh
+0.10 Spell/Necrosis
+0.10 Spell/Master necromancer
+0.10 Spell/Master of bones
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.


2.0
T3 head armor
[Unique]
Nature
While equipped:
Stats +6 Cun +8 Wil
dps ----------
Dmg.mod +20% nature
Res.pen +15% nature
----- def -----
Defense +8 (+2 eff.)
Mind.save +12 (+5 eff.)
Blind- +100%
---------- misc
Infravis +2
See.Stealth +15
See.Invis +15
Masteries
+0.10 Wild-gift/Moss
Earth's Eyes:
Level 3.5
Pwr.cost 24 out of 35/35.
Range melee/personal
Travel.spd instantaneous
Is a mind power
a nature gift
Description: Using your connection to Nature, you can see your surrounding area in a radius of 10.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4.
This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.
This item has been sent to the Item's Vault.


9.0
T2 light armor
[Ego++]
Nature/Master
While equipped:
dps ----------
Phys.crit +4.0%
Crit.mult +12.00%
Phys.pwr +5 (+3 eff.)
----- def -----
Armour +4
Defense +6 (+2 eff.)
Fatigue +7%
Max.HP +33.00
HP.reg +3.00
Heal.mod +12%
A suit of armour made of leather.
This item has been sent to the Item's Vault.