
elven-silk robe 'Salara' (0 def, 0 armour) =archive=2.0
T5 cloth armor
Reqs Level 35
[Rare]
Nature
While equipped:
Stats +6 Str +2 Dex +6 Mag
+6 Wil
dps ----------
Dmg.mod +19% lightning
+7% physical +10% cold
Res.pen +5% mind
Apr +1
----- def -----
Resists +13% lightning +10% cold
+6% physical +15% all
---------- misc
Stam/turn +2.00
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Ashrip (3 def, 0 armour) =archive=2.0
T5 head armor
Reqs Level 35
[Rare]
Nature
While equipped:
dps ----------
Dmg.mod +11% lightning +9% mind
Res.pen +20% mind +15% fire
On Hit (Melee):
* 20 arcane resource burn
----- def -----
Defense +3 (+3 eff.)
Resists +16% lightning +6% light
+3% blight
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.

Singepeal [power 295] (25 cooldown) =archive=2.0
T5 totem charm
Reqs Level 35
[Rare]
Nature
While equipped:
dps ----------
Mind.crit +4%
Dmg.mod +6% darkness
Melee Ret 6 fire
----- def -----
Resists +15% fire
---------- misc
Max.hate +8.00
Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them.
(Tentacle Stats)
Life: 692
Base Damage: 341
Armor: 50
All Resist: 27
Puts all charms on 25 cooldown
100% to gain a 30% chance to evade weapon attacks for 2 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.

Arcrot (3 def, 0 armour) =archive=2.0
T5 cloak armor
Reqs Level 35
[Rare]
Master
While equipped:
dps ----------
Phys.crit +3.0%
Phys.pwr +3 (+1 eff.)
Dmg.mod +12% light +15% mind
Res.pen +15% light +25% lightning
----- def -----
Defense +3 (+1 eff.)
Fatigue -4%
Resists +9% mind
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.

Skybright (0 def, 5 armour) =archive=2.0
T5 feet armor
Reqs Level 35
[Rare]
Master
While equipped:
dps ----------
Dmg.mod +12% mind
Res.pen +20% lightning +25% cold
----- def -----
Armour +5
Resists +15% lightning +9% cold
---------- misc
Stam/turn +0.80
Max.stam +31.00
A pair of boots made of leather.
This item has been sent to the Item's Vault.

Blazewish the dwarven-steel helm (0 def, 4 armour) =ARCHIVE=3.0
T3 head armor
Reqs Heavy armour training
[Rare]
Master
While equipped:
dps ----------
Dmg.mod +9% acid
Res.pen +25% lightning
+25% temporal +25% acid
----- def -----
Armour +4
Fatigue +4%
Resists +10% fire +11% cold
Def/telep +15
Res/telep +15%
Dur/telep +15%
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.

Offalglean the dwarven-steel helm (0 def, 7 armour) =arc=3.0
T3 head armor
Reqs Heavy armour training
[Rare]
Master
While equipped:
dps ----------
Dmg.mod +3% lightning +12% nature
Res.pen +15% nature
On Hit (Melee):
* 10% chance to slow global speed by 41%
----- def -----
Armour +7
Fatigue +4%
Resists +6% mind
---------- misc
Infravis +2
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.

Wyrmbreath (0 def, 4 armour) =uac=1.0
T2 hands armor
[Unique]
Nature
While equipped:
Stats +5 Wil
dps ----------
Dmg.mod +10% fire
----- def -----
Armour +4
Resists +18% fire +10% darkness
+10% nature
Unarmed combat:
Power 117% Range: 1.1x
Uses 40% Dex, 40% Str, 40% Cun
Dmg Physical
Acc+ +0.2% crit chance (max 25%)
Apr +7
Crit +1.0%
Atk.spd 100%
Melee+ +10 fire
Dmg.conv 50% fire
On Hit: 10% Bellowing Roar 3
On Hit: 10% Fire Breath 2
Fire Breath:
Level 2.0
Pwr.cost 24 out of 24/24.
Range melee/personal
Travel.spd instantaneous
Is a mind power
a nature gift
Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 172.53 fire damage over 3 turns.
The damage will increase with your Strength and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.
These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.
This item has been sent to the Item's Vault.

Mirror Shards =ARC=0.1
T3 amulet jewelry
[Unique]
Arcane
While equipped:
dps ----------
Dmg.mod +12% light
On Melee Ret:
* 30% chance to blind
----- def -----
Resists +25% light
---------- misc
Light +1
Create a reflective shield (50% reflection rate, 342 strength, based on Magic) for 5 turns.
Uses 20 power out of 24/24
Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror.
This item has been sent to the Item's Vault.

Shockward (137% power, 4 apr) =arc=3.0
T3 longsword 1H weapon
[Rare]
Master
Power 137% Range: 1.4x
Uses 100% Str
Dmg Physical
Mastery Weapons Mastery
Acc+ +0.4% crit mult (max 40%)
Apr +4
Crit +3.5%
Atk.spd 100%
On Hit.r1 +16 lightning
While equipped:
dps ----------
Res.pen +5% lightning
----- def -----
Resists +15% lightning
Spell.save +9 (+3 eff.)
Sharp, long, and deadly.
This item has been sent to the Item's Vault.

Quasit's Skull (0 def, 12 armour) =arc=3.0
T2 head armor
Reqs Heavy armour training
[Unique]
Master
While equipped:
Stats +3 Con
----- def -----
Armour +12
Hardiness +5%
Fatigue +5%
Phys.save +12 (+6 eff.)
Stun/Frz- +30%
Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.
This item has been sent to the Item's Vault.

Fire Dragon Shield (16 def, 9 armour, 220 block) =arc=7.0
T4 shield armor
Reqs Shield usage training
[Unique]
Nature/Master
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
While equipped:
dps ----------
On shield block:
* 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn.
Melee Ret 17 fire
----- def -----
Armour +9
Defense +16 (+16 eff.)
Rng.Def +15 (+15 eff.)
Fatigue +20%
Resists +35% fire
Affinity +15% fire
---------- misc
Talents +1 Block
On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn.
This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal.
This item has been sent to the Item's Vault.

Blastslice the cashmere cloak (2 def, 0 armour) =archmage=2.0
T3 cloak armor
[Rare]
Master
While equipped:
Stats +3 Str +2 Mag +4 Wil +2 Cun
+2 Con
dps ----------
Dmg.mod +9% fire
Res.pen +25% lightning
----- def -----
Defense +2 (+1 eff.)
---------- misc
Infravis +3
See.Invis +6
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.

Destala's Scales (10 def, 0 armour) =arc=2.0
T3 cloak armor
[Unique]
Nature
While equipped:
Stats +6 Cun
dps ----------
Mind.pwr +6 (+3 eff.)
Dmg.mod +15% acid
Res.pen +10% acid
----- def -----
Defense +10 (+3 eff.)
---------- misc
Masteries
+0.20 Wild-gift/Venom drake aspect
On Nature Hit: 10% Acidic Spray 2
Dissolve:
Level 2.0
Pwr.cost 17 out of 20/20.
Range melee/personal
Travel.spd instantaneous
Is a mind power
a nature gift
Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage.
Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits.
Each point in acid drake talents also increases your acid resistance by 1%.
This talent will also attack with your shield, if you have one equipped.
This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally.
This item has been sent to the Item's Vault.

Fists of the Desert Scorpion (8 def, 4 armour) =ARCHIVE=1.5
T3 hands armor
Reqs Heavy armour training
[Unique]
Master/Psionic
While equipped:
Stats +3 Str +3 Wil +3 Cun
dps ----------
Mind.pwr +3 (+1 eff.)
Dmg.mod +8% physical
----- def -----
Armour +4
Defense +8 (+2 eff.)
Disarm- +40%
---------- misc
Masteries
+0.20 Technique/Grappling
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Mindhook:
Level 4.0
Pwr.cost 14 out of 24/24.
Range 6
Travel.spd instantaneous
Is a mind power
Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn.
Works on enemies up to 6 squares away.
The cooldown decreases, and the range increases, with additional talent points spent.
These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them.
Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.
This item has been sent to the Item's Vault.

Lightningraven the voratun longsword (42-58 power, 6 apr) =t5=3.0
T5 longsword 1H weapon
Reqs Str 48
[Rare]
Master
Power 42.0 - 58.8 Physical
Uses 100% Str
Acc+ +0.4% crit mult (max 40%)
Apr +6
Crit +5.0%
Atk.spd 100%
While equipped:
Stats +1 Con
dps ----------
Phys.pwr +11 (+6 eff.)
Mind.pwr +15 (+7 eff.)
Dmg.mod +15% lightning +6% mind
Res.pen +10% lightning +10% physical
----- def -----
Disarm- +24%
---------- misc
Max.psi +10.00
Sharp, long, and deadly.
This item has been sent to the Item's Vault.

Squalorviper (30-36 power, 6 apr, lightning element) =arhiv=5.0
T5 staff 2H weapon
[Rare]
Nature
Power 30.0 - 36.0 Physical
Uses 80% Mag
Mastery Staff Mastery
Acc+ +2.0% proc dam (max 200%)
Apr +6
Crit +5.0%
Atk.spd 100%
While equipped:
dps ----------
Spell.crit +5%
Spell.pwr +15 (+4 eff.)
Dmg.mod +30% lightning +3% nature
----- def -----
Armour +6
Defense +8 (+2 eff.)
Resists +6% light
Silence- +20%
Disarm- +20%
---------- misc
Light +3
Talents +1 Command Staff
Illuminate:
Puts all charms on 6 cooldown
Level 2.0
Pwr.cost 6 out of 6/6.
Range melee/personal
Travel.spd instantaneous
Is a spell
Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 116.96 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

Worm Nest (0 def, 0 armour) =ar=2.0
T4 cloth armor
Reqs Level 25
[Unique]
Arcane
While equipped:
Stats +15 Mag
dps ----------
Spell.crit +8%
Spell.pwr +15 (+5 eff.)
Mov.spd +32%
Dmg.mod +22% blight
----- def -----
Resists +13% all
Dmg.red +22 all
Carrion Feet:
Level 3.0
Pwr.cost 15 out of 20/20.
Range 7
Travel.spd instantaneous
Is a spell
Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%.
You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain.
Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.
If at least 1 enemy is effected by the cone you gain an additional 20 insanity.
This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.
This item has been sent to the Item's Vault.

Great Caller (10-11 power, 18 apr, nature damage) =summoner=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 (+6 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.

Shard of Insanity =mind=Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Damage (Melee): 5 % chance of confusion
Damage when hit (Melee): 5 % chance of confusion
Changes resistances: -10% mind
Changes resistances penetration: +20% mind
Changes damage: +25% mind
Mental save: +35 (+12 eff.)
Confusion immunity: -100%
Mindpower: +8 (+4 eff.)
Talent on hit(mindpower): Sunder Mind (8% chance level 1).
A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind.
This item has been sent to the Item's Vault.

Shantiz the Stormblade (15-19 power, 20 apr) =arc=Requires:
- Dexterity 30
Infused by nature
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
Base power: 15.0 - 19.5
Uses stat: 100% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them.
When wielded/worn:
Changes stats: +20 Dex
Slows Projectiles: +40%
Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn.
This surreal dagger crackles with the intensity of a vicious storm.
This item has been sent to the Item's Vault.

The Untouchable (14 def, 12 armour) =arc=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 (+9 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.

Hat of Arcane Understanding (2 def, 0 armour) =AR=Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
It is part of a set of items.
Only supremacy of the arcane can release its full power.
When wielded/worn:
Defense: +2 (+2 eff.)
Changes resistances: +20% arcane
Talent mastery: +0.20 Spell / Meta
Talent cooldown: Disruption Shield (-10 turns)
Mana each turn: +2.00
A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages.
Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.
This item has been sent to the Item's Vault.

pair of hardened leather boots 'Duskwilter' (0 def, 3 armour) =10p=Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +3
Fatigue: -7%
Damage when hit (Melee): 4 temporal
Changes resistances: +12% darkness / +6% temporal
Changes resistances penetration: +15% temporal / +15% darkness / +15% arcane
Changes damage: +6% darkness
Maximum encumbrance: +27
Physical save: +8 (+2 eff.)
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
A pair of boots made of leather.
This item has been sent to the Item's Vault.

Blazeusher the living mindstar (15-16 power, 40 apr, nature damage)Requires:
- Willpower 48
Infused by nature
3.00 Encumbrance.
[Random Unique]
Type: weapon / mindstar ; tier 5
Base power: 15.0 - 16.5
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: +40
Crit. chance: +5.0%
Attack speed: 100%
Damage (radius 1) on hit: +4 temporal
Damage (radius 2) on crit: +12 fire
When wielded/worn:
Armour: +19
Damage (Melee): 18 cold
Damage when hit (Melee): 2 acid
Changes resistances: +9% acid / +17% cold / +8% nature / +9% fire
Changes resistances penetration: +10% acid / +16% cold / +8% nature
Changes damage: +11% cold / +6% nature / +6% fire
Talent mastery: +0.10 Wild-gift / Harmony
Talent granted: +1 Attune Mindstar
Life regen: +1.60
Maximum life: +37.00
Mindpower: +10 (+5 eff.)
Mental crit. chance: +5%
Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
This item has been sent to the Item's Vault.

Arthobar the cashmere cloak (2 def, 13 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Physical crit. chance: +1.0%
Armour: +13
Defense: +2 (+2 eff.)
Changes stats: +1 Mag
Changes resistances: +16% cold
Changes resistances penetration: +5% physical
Stun/Freeze immunity: +20%
Maximum life: +60.00
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.

Eye of the Wyrm (16-17 power, 24 apr, physical damage) =wyrmic=Requires:
- Willpower 45
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Base power: 16.0 - 17.6
Uses stats: 50% Wil, 20% Str, 10% Cun
Damage type: Physical
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Crit. chance: +2.5%
Attack speed: 100%
Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning
When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +10 (+3 eff.)
Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning
Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid
Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect
Mindpower: +10 (+5 eff.)
Mental crit. chance: +5%
The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn.
It can be used to activate talent Fire Breath (costing 19 power out of 30/30) :
Effective talent level: 5.5
Power cost: 19 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 346.93 fire damage over 3 turns.
The damage will increase with your Strength and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.
A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something.
This item has been sent to the Item's Vault.

Emblem of Evasion =arc=Requires:
- Level 25
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 4
When wielded/worn:
Ranged Defense: +20 (+10 eff.)
Changes stats: +12 Dex / +10 Cun / +8 Lck
Deflect projectiles away: +15%
Slows Projectiles: +30%
Activating this item is instant.
It can be used to activate talent Evasion (costing 20 power out of 30/30) :
Effective talent level: 5.5
Power cost: 20 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 12 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.
This item has been sent to the Item's Vault.
