

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% physical / +8% cold / +8% fire
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 (+4 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.


Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+2 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 0/50) :
Effective talent level: 2.0
Power cost: 40 out of 0/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 39.72 acid and 34.41 blight damage.
If not cleared after five turns it will inflict 195.37 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 43% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 39.0 - 46.8
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Armour: +10
Armour Hardiness: +8%
Damage when hit (Melee): 6 arcane
Changes damage: +39% lightning / +18% blight
Talent granted: +1 Command Staff
Critical mult.: +18.00%
Physical save: +8 (+4 eff.)
Mana each turn: +0.08
Spellpower: +20 (+3 eff.)
Spell crit. chance: +18%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 5
When wielded/worn:
Changes stats: +7 Mag / +7 Wil / +7 Cun
Changes resistances: +15% all
Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical
Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy
Mana each turn: +2.00
Maximum mana: +77.00
Spellpower: +35 (+6 eff.)
Spell crit. chance: +12%
20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe.
The circuit will do one of:
if more than one foe is in melee range: teleport away all foes
if below 50% life: increase all resistances by 20% for 5 turns
if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns
otherwise: reset the cooldown of the spell with the highest remaining cooldown
This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +10
Fatigue: +5%
Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold
Changes stats: +10 Mag / +10 Wil
Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning
Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning
Spellpower: +15 (+2 eff.)
Mindpower: +15 (+5 eff.)
This jeweled crown shimmers with colors.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold
Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold
All your damage is converted and split into arcane, fire, cold and lightning.
This ring shines with many colors.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 36.0 - 43.2
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +2 Wil
Changes damage: +36% darkness / +15% blight
Talent granted: +1 Command Staff
Physical save: +9 (+3 eff.)
Spell save: +12 (+2 eff.)
Mental save: +10 (+2 eff.)
Mana each turn: +0.12
Vim when firing critical spell: +3.00
Maximum vim: +25.00
Spellpower: +28 (+7 eff.)
Spell crit. chance: +17%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.