

Requires:
- Level 35
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
[Random Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Physical crit. chance: +4.0%
Physical power: +4 (+1 eff.)
Damage when hit (Melee): 4 mind
Changes stats: +17 Mag / +8 Wil / +5 Cun
Changes resistances: +3% acid
Changes resistances penetration: +20% acid
Critical mult.: +14.00%
Mana each turn: +0.60
Maximum mana: +60.00
Spell crit. chance: +6%
Mindpower: +10 (+5 eff.)
A belt that goes around your waist.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +10
Defense: +6 (+3 eff.)
Fatigue: +4%
Changes stats: +12 Str / +4 Con
Changes resistances: +3% all / +2% physical
Physical save: +10 (+3 eff.)
Spell save: +6 (+3 eff.)
Maximum stamina: +30.00
It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 96.6 Physical damage.
If the attack hits, the target is confused (42% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.
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.


Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
Type: jewelry / amulet ; tier 5
When wielded/worn:
Changes stats: +8 Mag
Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning
Spellpower: +4 (+1 eff.)
Spell crit. chance: +5%
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
Infused by nature
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 4 temporal
Changes stats: +10 Con / +9 Mag
Changes resistances: +36% mind
Changes resistances penetration: +10% temporal
Changes damage: +14% blight / +33% fire / +3% mind / +6% temporal
Critical mult.: +20.00%
Confusion immunity: +45%
Spellpower: +15 (+3 eff.)
Amulets make your neck look great!
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 power: +7 (+2 eff.)
Changes stats: +9 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +9 Con
Rings make your fingers look great!
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.


Requires:
- Level 15
Powered by unknown forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%
It can be used to activate talent Teleport (costing 36 power out of 36/36) :
Effective talent level: 4.0
Power cost: 36 out of 36/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (177).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 15).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.
You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Defense: +3 (+1 eff.)
Effects on melee hit:
* 23% chance to reduce damage dealt by 23%
* 10% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 8 nature / 4 temporal
Changes stats: +20 Con / +20 Mag
Changes resistances: +30% light / +3% temporal
Changes resistances penetration: +10% darkness
Changes damage: +20% light / +40% arcane
Psi each turn: +0.28
Mindpower: +6 (+2 eff.)
Mental crit. chance: +6%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
Activating this item is instant.
It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown :
Effective talent level: 6.5
Power cost: 10 out of 10/10.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.


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.


Raintooth (0 def, 5 armour)
Requires:
- Level 35
Infused by psionic forces
2.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Effects on melee hit:
* 24% chance to reduce strength, dexterity, and constitution by 34
Damage when hit (Melee): 12 cold
Changes stats: +14 Str / +8 Dex / +11 Wil / +6 Cun / +4 Con
Changes resistances penetration: +30% cold
Physical save: +13 (+7 eff.)
Spell save: +14 (+3 eff.)
Mental save: +11 (+5 eff.)
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%
It can be used to activate talent Teleport (costing 36 power out of 36/36) :
Effective talent level: 4.0
Power cost: 36 out of 36/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (112).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 15).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.
You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.
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:
Fatigue: -8%
Damage when hit (Melee): 4 arcane
Changes stats: +2 Str / +7 Dex / +3 Cun
Reduces incoming crit damage: 15.00%
Maximum encumbrance: +31
Light radius: +3
Infravision radius: +3
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Willpower 48
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: weapon / mindstar ; tier 5
Base power: 18.0 - 19.8
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%
On weapon hit:
* 10% chance to reduce armor by 16%
Damage (Melee): +8 acid
Damage (radius 2) on crit: +4 temporal
When wielded/worn:
Changes resistances: +12% temporal
Changes resistances penetration: +10% lightning / +10% acid
Changes damage: +25% lightning / +25% fire / +3% temporal / +25% cold
Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Dark sustenance +0.20 Psionic / Voracity +0.20 Psionic / Projection
Talent granted: +1 Attune Mindstar
Mental save: +10 (+5 eff.)
Hate per kill: +5.00
Psi per kill: +5.00
Maximum psi: +45.00
Mindpower: +10 (+5 eff.)
Mental crit. chance: +5%
Healing mod.: +28%
Heals friendly targets nearby when you use a nature summon: +60
It can be used to inflict 85.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done
Activation puts all charms on cooldown for 20 turns.
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.


Requires:
- Strength 20
Powered by arcane forces
Infused by nature
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +15
Defense: +29 (+8 eff.)
Fatigue: +8%
Changes stats: +6 Str / +13 Dex / +8 Mag / +7 Wil / +13 Cun
Maximum life: +59.00
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 4
When wielded/worn:
Ranged Defense: +20 (+6 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 30 power out of 30/30) :
Effective talent level: 5.2
Power cost: 30 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 38% chance to evade melee and ranged attacks and 61 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.


Requires:
- Level 35
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
[Random Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +3 (+1 eff.)
Changes stats: +6 Str / +4 Dex / +9 Mag / +10 Wil / +6 Con
Changes resistances: +12% darkness / +30% fire
Changes resistances penetration: +5% fire
Changes damage: +3% lightning / +6% darkness
Talent mastery: +0.40 Technique / Combat training
Spell save: +28 (+15 eff.)
Mental save: +15 (+7 eff.)
Stamina each turn: +1.30
Spell crit. chance: +7%
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.


Requires:
- Level 35
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Changes stats: +4 Cun / +5 Wil
Physical save: +10 (+5 eff.)
Spell save: +8 (+5 eff.)
Mental save: +7 (+3 eff.)
Movement speed: +25%
A pair of boots made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Physical power: +12 (+11 eff.)
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water
Spellpower: +12 (+10 eff.)
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 7.31 cold damage and 7.31 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.
Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.
This item has been sent to the Item's Vault.


Requires:
- Level 15
2.00 Encumbrance.
[Unique]
Type: misc / tool ; tier 2
When wielded/worn:
Changes stats: +8 Cun
Changes resistances: +15% lightning
Changes damage: +15% lightning
Physical save: +18 (+9 eff.)
This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.
This item has been sent to the Item's Vault.