

Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
[Unique]
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion.
This wild infusion has evolved.
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Power: 129% Range: 1.2x
Uses stats: 80% Mag, 40% Wil
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes resistances penetration: +20% light
Changes damage: +25% fire
Talent granted: +1 Command Staff
Critical mult.: +24.00%
Spellpower: +12 (+2 eff.)
Spell crit. chance: +28%
Mental crit. chance: +1%
Light radius: +2
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 5
Power: 167% Range: 1.1x
Uses stats: 40% Wil, 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.
This item has been sent to the Item's Vault.


Requires:
- Strength 35
Crafted by a master
3.00 Encumbrance.
Type: weapon / waraxe ; tier 4
Power: 138% Range: 1.4x
Uses stats: 40% Wil, 100% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +6.5%
Attack speed: 100%
On weapon hit:
* 20% chance to reduce strength, dexterity, and constitution by 5
Damage (Melee): +16 mind
Damage (radius 1) on hit: +8 blight
When wielded/worn:
Armour penetration: +13
Physical crit. chance: +10.0%
Effects on melee hit:
* 20% chance to reduce strength, dexterity, and constitution by 5
Changes resistances: +6% lightning
Critical mult.: +42.00%
Psi when hit: +0.20
One-handed war axes.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Changes resistances: +6% acid / +9% lightning
Changes resistances penetration: +10% acid / +5% lightning
Changes damage: +6% lightning
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (239 total damage)
Activation puts all charms on cooldown for 15 turns.
When used:
* Gain a 18% chance to evade weapon attacks for 2 turns.
* Increase all damage by 10% for 2 turns.
* Increase the duration of 2 beneficial effects by 2.
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:
- Level 15
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Physical crit. chance: +2.0%
Changes stats: +5 Str / +2 Mag / +4 Wil / +2 Con
Critical mult.: +20.00%
Stun/Freeze immunity: +35%
Life regen: +4.00
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Dexterity 15
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 3
Power: 119% Range: 1.1x
Uses stats: 60% Wil, 70% Dex, 10% Cun
Damage type: Mind
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 125%
On weapon crit:
* Try to fry your enemies brain (25% chance to brainlock)
When wielded/worn:
Mindpower: +10 (+2 eff.)
Mental crit. chance: +3%
It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4
Activation costs 10 power out of 10/10.
A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will.
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 4
It must be held with both hands.
Power: 168% Range: 1.1x
Uses stats: 40% Wil, 40% Dex, 90% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +14.0%
Attack speed: 125%
When this weapon hits: Lightning Breath (10% chance level 3).
When this weapon hits: Poison Breath (10% chance level 3).
When this weapon hits: Acid Breath (10% chance level 3).
On weapon hit:
* hit up to two adjacent enemies
When wielded/worn:
Changes damage: +12% acid / +12% nature / +12% lightning
This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you.
This item has been sent to the Item's Vault.


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 poison / 20 nature slow
Changes stats: +4 Wil / +5 Con
Changes resistances: +30% nature / +11% all
Changes damage: +15% acid / +15% nature / +15% mind
Physical save: +10 (+5 eff.)
Spell save: +10 (+5 eff.)
Mindpower: +10 (+2 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.


Infused by nature
Infused by arcane disrupting forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Effects when hit in melee:
* 4% chance to slow global speed by 77%
* 4 arcane resource burn
Changes stats: +5 Con
Changes resistances: +9% all / +21% fire
Changes damage: +13% nature / +6% lightning
Poison immunity: +52%
Disease immunity: +49%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
- Strength 38
Infused by nature
14.00 Encumbrance.
Type: armor / heavy ; tier 4
When wielded/worn:
Armour: +8
Defense: +4 (+1 eff.)
Fatigue: +12%
Changes stats: +5 Wil
Changes resistances: +17% blight / +20% darkness
Life regen: +1.00
Maximum life: +64.00
Light radius: +2
Healing mod.: +18%
A suit of armour made of mail.
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.)
Changes stats: +2 Dex / +7 Wil / +6 Cun
Changes damage: +12% darkness
Maximum psi: +20.00
Light radius: +1
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.