
NightsongRequires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +10% darkness
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+6 eff.)
Maximum stamina: +25.00
It can be used to activate talent Shadowstep (costing 50 power out of 50/50) :
Effective talent level: 2.0
Power cost: 50 out of 50/50.
Range: 7
Travel Speed: instantaneous
Is: a spell
Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.

Eclipse (18-22 power, 4 apr, physical element)Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 18.0 - 21.6
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+4 eff.)
Spell crit. chance: +8%
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.

Galydur (68-102 power, 4 apr)Requires:
- Strength 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 68.0 - 102.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 10% chance to slow global speed by 49%
Damage (Melee): +10 nature
Damage (radius 2) on crit: +14 lightning / +44 cold
When wielded/worn:
Accuracy: +16 (+5 eff.)
Defense: +21 (+11 eff.)
Effects on melee hit:
* 20% chance to reduce armor by 36%
Changes resistances: +3% temporal
Changes resistances penetration: +20% lightning / +24% cold / +15% acid
Spell save: +3 (+1 eff.)
Disarm immunity: +43%
Movement speed: +42%
Massive two-handed mauls.
This item has been sent to the Item's Vault.

Trident of the Tides (80-112 power, 20 apr)Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 4
It must be held with both hands.
Base power: 80.0 - 112.0
Uses stat: 140% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 100%
When this weapon hits: Water Bolt (40% chance level 3).
Damage (Melee): +20 nature / +15 cold
When wielded/worn:
Accuracy: +10 (+3 eff.)
Changes resistances: +25% cold
Changes damage: +20% cold
Spell save: +18 (+6 eff.)
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 50 power out of 150/150) :
Effective talent level: 3.0
Power cost: 50 out of 150/150.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 251.46.
If this is used on a friendly target the cooldown is reduced by 33%.
The damage will increase with your Spellpower.
The power of the tides rush through this trident.
Tridents require the exotic weapons mastery talent to use correctly.
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 (+0 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.

Chromatic Harness (10 def, 14 armour)Requires:
- Heavy armour training
Infused by nature
14.00 Encumbrance.
[Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +14
Defense: +10 (+4 eff.)
Fatigue: +16%
Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck
Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid
Grants telepathy: Dragon
Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns)
Blindness immunity: +50%
Stun/Freeze immunity: +25%
Knockback immunity: +50%
This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.
This item has been sent to the Item's Vault.

The Calm (15 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+8 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+6 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.
This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
This item has been sent to the Item's Vault.

Spellhunt Remnants (1 def, 2 armour)Requires:
- Heavy armour training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Defense: +1 (+1 eff.)
Changes stats: +2 Cun / +2 Wil
Changes resistances penetration: +5% nature
Changes damage: +5% nature
Spell save: +4 (+1 eff.)
Maximum life: +20.00
Mindpower: +4 (+1 eff.)
Mental crit. chance: +3%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Can't be worn by those with arcane powers.
It can be used to destroy an arcane item (of a higher tier than the gauntlets)
Activation costs 1 power out of 150/150.
These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.
This item has been sent to the Item's Vault.

Storm Bringer's Gauntlets (0 def, 5 armour)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: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+3 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Talent level: +1 to all lightning damage spells.
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.
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 (+3 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.
