

Infused by nature
Powered by steamtech
1.00 Encumbrance.
Type: misc / salve ; tier 5
No medical injector available, values are indicative only.
Activating this item is instant.
It can be used to increases all saves by 71 and healing factor by half
Activation puts Talent Medical Injector on cooldown for 18 turns.
Medical salve.


Infused by nature
Powered by steamtech
1.00 Encumbrance.
Type: misc / salve ; tier 5
No medical injector available, values are indicative only.
Activating this item is instant.
It can be used to remove 3 mental effects and grants a water aura (18% blight, mind and acid affinity).
Activation puts Talent Medical Injector on cooldown for 25 turns.
Medical salve.


Requires:
- Level 15
Infused by psionic forces
0.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +20% darkness
Changes resistances penetration: +10% darkness
Changes damage: +15% light / +15% darkness
Damage affinity(heal): +20% darkness
Talent mastery: +0.20 Cursed / Shadows
Mental save: +10 (+10 eff.)
Mindpower: +10 (+9 eff.)
Light radius: +5
Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0).
It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 48.96 darkness damage (based on Mindpower and charge)
Activation costs 10 power out of 10/10.
This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.
This item has been sent to the Item's Vault.


Infused by nature
1.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(42 power, based on Willpower)
Activation costs 10 power out of 15/15.
A small crystal phial that captured Sunlight during the Summertide.


Infused by nature
5.00 Encumbrance.
[Unique]
Type: misc / land
When carried:
Changes damage: +2% all
It can be used to natural balance
Activation costs 100 power out of 100/100.
The very heart of the lost land of Poosh. What did Kelad need with it?


Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / rod ; tier 2
It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5)
Activation costs 30 power out of 30/30.
You can feel magic draining out around this rod. Even nature itself seems affected.


Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / rod ; tier 3
It can be used to shoot a cone of flames (radius 5) for 354.00 fire damage (based on Magic)
Activation costs 50 power out of 75/75.
Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.


Infused by nature
2.00 Encumbrance.
[Unique]
Type: charm / rod
It can be used to shoot a bolt of spydric poison out to range 8, dealing 308.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move
Activation costs 25 power out of 25/25.
This rod carved out of a giant spider fang continuously drips venom.


0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +12 (+2 eff.)
Damage when hit (Melee): 34 darkness
Changes stats: +15 Con
Changes resistances: +10% blight
Changes damage: +19% all
Damage affinity(heal): +15% nature
Grants telepathy: Demon/Major Demon/Minor
Stun/Freeze immunity: +30%
Life regen: +2.00
Spellpower: +16 (+3 eff.)
Spell crit. chance: +5%
Mental crit. chance: +5%
Infravision radius: +3
See invisible: +14
Healing mod.: +80%
Amulets can have magical properties.


Requires:
- Dexterity 26
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 118%
Firing range: +10
When wielded/worn:
Changes stats: +3 Cun / +4 Dex
Changes damage: +15% physical
Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns)
When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd.
A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'.


Requires:
- Dexterity 48
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Base power: 55.0 - 60.5
Uses stats: 50% Mag, 100% Dex
Damage type: Devouring flames
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Crit. chance: +9.0%
Attack speed: 125%
When this weapon hits: Bone Nova (20% chance level 4).
When this weapon hits: Blood Boil (15% chance level 3).
When wielded/worn:
Changes damage: +20% blight / +20% fire
Grants telepathy: Demon/Minor Demon/Major
Spellpower: +15 (+3 eff.)
See invisible: +2
When carried:
Changes damage: +8% blight
With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat.


Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 255 damage for 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
You can see your own image mirrored in the surface of this silvery rune.


Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Damage (Melee): 15 arcane
Changes resistances: +15% arcane
Changes resistances penetration: +10% arcane
Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all
Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether
Talent cooldown: Aether Avatar (-4 turns)
Spell save: +10 (+5 eff.)
Silence immunity: +30%
Maximum mana: +35.00
Spellpower: +10 (+5 eff.)
Spell crit. chance: +5%
Talent on hit(spell): Arcane Vortex (10% chance level 2).
It can be used to activate talent Manathrust (costing 6 power out of 6/6) :
Effective talent level: 4.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: 2000% of base
Is: a spell and usable during Aether Avatar
Description: Conjures up mana into a powerful bolt doing 115.56 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower.
This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.


Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 67.0 - 107.2
Uses stats: 20% Con, 115% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 34 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt
Activation costs 30 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.


Requires:
- Shield usage training
- Strength 39
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
When used to attack (with talents):
Base power: 40.0 - 48.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +9.0%
Block value: +220
Lifesteal (this weapon only): +8%
When wielded/worn:
Armour: +15
Fatigue: +19%
Damage when hit (Melee): 15 draining blight
Changes stats: +10 Con
Changes resistances: +25% blight / +10% light
Talent granted: +1 Block
Life regen: +5.00
Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.


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: +20% lightning
Critical mult.: +20.00%
Spellpower: +12 (+6 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
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.


Requires:
- Level 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: tool / digger ; tier 5
When wielded/worn:
Armour penetration: +8
Physical power: +12 (+4 eff.)
Armour: +2
Effects on melee hit:
* 20% chance to reduce all saves and defense by 6
Damage when hit (Melee): 6 physical
Changes stats: +7 Str / +3 Con
Changes damage: +9% fire
Critical mult.: +20.00%
Lowers spell cool-downs by: 30%
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.


Requires:
- Strength 35
Powered by steamtech
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 30.0 - 48.0
Uses stat: 120% Str
Damage type: Physical bleed
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +19
Crit. chance: +10.0%
Attack speed: 100%
Multiple attacks: +3
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Cun
Talent mastery: +0.20 Technique / Two-handed assault
A brutal weapon of countless blades.


Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +15 (+10 eff.)
Damage when hit (Melee): 30 blinding light
Changes stats: +10 Cun / +10 Mag
Changes resistances: +30% light / +30% darkness
Changes resistances cap: +10% light
Changes damage: +25% light
Talent category bonus: +0.20 Celestial
Spellpower: +20 (+9 eff.)
This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light.


Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: gem / white ; tier 4
When wielded/worn:
Changes resistances: +50% light / +50% fire
Damage affinity(heal): +20% light / +20% fire
Blindness immunity: +100%
See invisible: +20
When carried:
Light radius: +2
When used to imbue an object:
Changes resistances: +50% light / +50% fire
Damage affinity(heal): +20% light / +20% fire
Blindness immunity: +100%
Light radius: +4
See invisible: +20
Latent Damage Type: Light
This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before.


Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: charm / rod ; tier 2
When carried:
Light radius: -1
It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 69% of the healing done. This effect scales with your Magic stat.
Activation costs 75 power out of 75/75.
This rod seems to make light die around it. You feel tired just looking at it.


Powered by unknown forces
0.00 Encumbrance.
[Plot Item]
Type: mirror / mirror
It can be used to change your appearance
Activation costs 1 power out of 1/1.
A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is.


Forbidden Tome: "Home, Horrific Home"
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: tome / forbidden ; tier 5
It can be used to read the book.
A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace.


0.1
tome scroll
[Plot Item]
Magical scrolls can have wildly different effects!


3.0
T5 longsword 1H weapon
[Unique]
Arcane
If the sun doesn't set, dawn's power lasts forever.
Power 50.0 - 70.0 Light
Uses 25% Mag, 80% Str
Mastery Weapons Mastery
Acc+ +0.4% crit mult (max 40%)
Apr +7
Crit +5.0%
Atk.spd 100%
Against +25% Undead +25% Demon
While equipped:
dps ----------
Spell.crit +4%
Spell.pwr +10 (+2 eff.)
Dmg.mod +20% light
Res.pen +25% light
---------- misc
Light +2
Cooldown Healing Light -3
Barrier -5
Providence -10
Bathe in Light -5
Masteries
+0.20 Celestial/Sun
+0.20 Celestial/Combat
+0.20 Celestial/Light
Invoke dawn, inflicting 969.31 light damage in radius 5 (based on Magic) and lighting the area within radius 10.
Uses 26 power out of 35/35
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.


1.0
T5 belt armor
[Random Unique]
Nature/Master
While equipped:
Stats +14 Str +14 Dex +23 Wil
+26 Cun +10 Lck
dps ----------
Phys.crit +6.0%
Crit.mult +30.00%
Phys.pwr +29 (+14 eff.)
Dmg.mod +12% physical
Against +89% Summoned
----- def -----
Armour +21
Defense +15 (+7 eff.)
Resists +12% lightning
+15% temporal +12% mind
+18% fire +5% arcane
+3% cold
D.Red.from +90% Summoned
Phys.save +42 (+20 eff.)
Spell.save +56 (+27 eff.)
Mind.save +42 (+23 eff.)
Stealth +13
Heal.mod +10%
Cut- +20%
Pinning- +30%
Def/telep +10
Res/telep +10%
Dur/telep +10%
---------- misc
T.Disarm +30
Stam/turn +1.00
Infravis +6
Size +2
A belt that goes around your waist.


0.1
T5 amulet jewelry
[Unique]
Unknown
While equipped:
dps ----------
Phys.pwr +40 (+17 eff.)
Steampwr +40 (+19 eff.)
Spell.pwr +40 (+18 eff.)
Mind.pwr +40 (+20 eff.)
May understand old Sher'Tul language.
When worn, gives you an additional prodigy point.
"When Amakthel arrived, he created the Sun and brought life to this world.
You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him."


0.1
T4 ring jewelry
[Ego+]
Arcane
While equipped:
Stats +8 Dex +6 Mag +6 Wil
+8 Cun
dps ----------
Spell.pwr +8 (+4 eff.)
Mov.spd +15%
Dmg.mod +20% lightning
----- def -----
Ignore.dmg +8%
Affinity +20% lightning
Rings can have magical properties.