
HellsenvyRequires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce all saves and defense by 17
Damage when hit (Melee): 2 mind / 4 fire
Changes resistances: +15% acid / +13% fire / +15% cold
Changes damage: +6% acid
Amulets make your neck look great!
This item has been sent to the Item's Vault.

truestriking steel greatsword of amnesia (24-38 power, 2 apr)Requires:
- Strength 16
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
Type: weapon / greatsword ; tier 2
It must be held with both hands.
Base power: 24.0 - 38.4
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity)
When wielded/worn:
Accuracy: +9 (+3 eff.)
Armour penetration: +9
Changes resistances penetration: +7% physical
Massive two-handed swords.
This item has been sent to the Item's Vault.

Blazerip the iron greatsword (17-27 power, 1 apr)Requires:
- Strength 11
Crafted by a master
3.00 Encumbrance.
Type: weapon / greatsword ; tier 1
It must be held with both hands.
Base power: 17.0 - 27.2
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +1
Crit. chance: +2.5%
Attack speed: 100%
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Physical crit. chance: +9.0%
Changes resistances: +3% acid / +6% fire / +6% mind / +9% cold
Changes damage: +15% lightning
Massive two-handed swords.
This item has been sent to the Item's Vault.

Cloud Caller (0 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 1
When wielded/worn:
Changes resistances: +10% lightning / +10% cold
Changes damage: +10% lightning / +10% cold
A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn.
It can be used to activate talent Call Lightning (costing 13 power out of 30/30) :
Effective talent level: 1.0
Power cost: 13 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 28.35 to 85.06 lightning damage (56.70 average).
The damage will increase with your Mindpower.
This hat's broad brim protects you from biting colds and sudden storms.
This item has been sent to the Item's Vault.

Spiderkill [power 290] (17 cooldown)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
When wielded/worn:
Changes resistances: +9% acid / +5% arcane / +3% darkness / +3% blight
Changes resistances penetration: +5% nature
Changes damage: +3% nature
It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns
Activation puts all charms on cooldown for 17 turns.
When used:
* Increase the duration of 2 beneficial effects by 1.
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.

truestriking steel longsword of phasing (16-23 power, 11 apr)Requires:
- Strength 16
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
Type: weapon / longsword ; tier 2
Base power: 16.5 - 23.1
Uses stat: 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +11
Crit. chance: +3.0%
Attack speed: 100%
Damage Shield penetration (this weapon only): +10%
When wielded/worn:
Accuracy: +7 (+2 eff.)
Armour penetration: +6
Changes resistances penetration: +7% physical
Sharp, long, and deadly.
This item has been sent to the Item's Vault.

steel dagger 'Anandur' (22-28 power, 6 apr)Requires:
- Dexterity 16
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: weapon / dagger ; tier 2
Base power: 21.5 - 27.9
Uses stats: 50% Dex, 50% Str
Damage type: Physical
Mastery: Dagger Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
On weapon crit:
* Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50%
When wielded/worn:
Accuracy: +6 (+2 eff.)
Armour penetration: +2
Physical crit. chance: +6.0%
Physical power: +5 (+2 eff.)
Armour: +2
Defense: +20 (+9 eff.)
Critical mult.: +5.00%
Disarm immunity: +20%
Sharp, short and deadly.
This item has been sent to the Item's Vault.
