
Silk Current (12 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 1
When wielded/worn:
Defense: +12 (+12 eff.)
Damage when hit (Melee): 10 cold
Changes resistances: +7% all / +15% cold
Changes resistances penetration: +8% cold
Changes damage: +10% cold
Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice
Spellpower: +5 (+5 eff.)
Movement speed: +15%
Talent on hit(spell): Water Jet (5% chance level 1).
This deep blue robe flows and ripples as if pushed by an invisible tide.
This item has been sent to the Item's Vault.

Frost Treads (1 def, 4 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +4
Defense: +1 (+1 eff.)
Fatigue: +7%
Changes stats: +4 Str / +4 Wil / +4 Cun
Changes resistances: +10% nature / +20% cold
Changes damage: +15% cold
Light radius: +1
Movement speed: +20%
Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns.
A pair of leather boots. Cold to the touch, they radiate a cold blue light.
This item has been sent to the Item's Vault.

Kor's Fall (10-12 power, 0 apr, darkness element)Requires:
- Magic 25
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Corruption / Bone
Talent granted: +1 Command Staff
Spellpower: +7 (+7 eff.)
Spell crit. chance: +8%
See invisible: +2
It can be used to activate talent Bone Spear (costing 6 power out of 6/6) :
Effective talent level: 3.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Conjures up a spear of bones, doing 58.57 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (117).
The damage will increase with your Spellpower.
Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.
This item has been sent to the Item's Vault.

Wind Worn Shot (25/25, 39-47 power, 15 apr)Requires:
- Dexterity 28
Infused by nature
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Base power: 39.0 - 46.8
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 25
When this weapon hits: Tornado (10% chance level 2).
On weapon hit:
* 35% chance for lightning to arc to a second target
Travel speed: +100%
These perfectly white spheres appear to have been worn down by years of exposure to strong winds.
This item has been sent to the Item's Vault.

Storm FuryRequires:
- Magic 30
- Dexterity 30
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[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
When this weapon hits: Chain Lightning (12% chance level 3).
When wielded/worn:
Defense: +30 (+10 eff.)
Damage (Ranged): 75 lightning
Changes stats: +10 Dex / +10 Mag
Changes resistances: +20% lightning
Changes damage: +25% lightning
Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air
Spellpower: +30 (+18 eff.)
Spell crit. chance: +10%
Movement speed: +30%
Automatically fires lightning bolts every game turn at nearby enemies dealing 54 to 108 lightning damage based on Magic with a chance to inflict Daze.
This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you.
This item has been sent to the Item's Vault.

Quiver of the Sun (20/25, 34-48 power, 15 apr)Requires:
- Dexterity 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 4
Base power: 34.0 - 47.6
Uses stats: 60% Dex, 20% Mag, 50% Str
Damage type: Bright light
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +15
Crit. chance: +2.0%
Capacity: 25
On weapon hit:
* 25% chance to blind
Travel speed: +300%
Shots beam through all targets.
This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state.
This item has been sent to the Item's Vault.

Lightning CatcherRequires:
- Level 35
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Fatigue: +5%
Changes resistances: +30% lightning
Stun/Freeze immunity: +30%
Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats.
The charges decay at a rate of 1 per turn. Max 10 charges.
A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it.
This item has been sent to the Item's Vault.

Vestments of the Conclave (0 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+10 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.
