

Requires:
- Level 25
Infused by nature
0.10 Encumbrance.
Type: jewelry / amulet ; tier 4
When wielded/worn:
Defense: +12 (+6 eff.)
Effects on melee hit:
* 20 arcane resource burn
Changes resistances: +6% acid / +14% temporal / +21% cold / +6% fire
Pinning immunity: +38%
Knockback immunity: +24%
Teleport immunity: +20%
Amulets can have magical properties.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them.
(Tentacle Stats)
Life: 375
Base Damage: 166
Armor: 7
All Resist: 12
Activation puts all charms on cooldown for 23 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +3
Fatigue: +3%
Damage when hit (Melee): 4 arcane
Changes stats: +3 Str / +4 Wil / +4 Cun / +4 Con
Changes resistances: +8% lightning / +8% temporal / +5% arcane / +3% cold
Changes resistances penetration: +15% arcane
Changes damage: +9% arcane
Physical save: +8 (+4 eff.)
Mental save: +11 (+4 eff.)
Mindpower: +4 (+1 eff.)
It can be used to activate talent Battle Cry, placing all other charms into a 19 cooldown :
Effective talent level: 4.5
Power cost: 19 out of 28/28.
Range: melee/personal
Travel Speed: instantaneous
Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power.
A cap made of leather.
This item has been sent to the Item's Vault.


Requires:
- Shield usage training
- Cunning 28
Infused by nature
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
When used to attack (with talents):
Power: 170% Range: 1.2x
Uses stat: 100% Str
Damage type: Fire
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +220
When wielded/worn:
Armour: +9
Defense: +16 (+3 eff.)
Ranged Defense: +15 (+3 eff.)
Fatigue: +20%
Damage when hit (Melee): 17 fire
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.
Changes resistances: +35% fire
Damage affinity(heal): +15% fire
Talent granted: +1 Block
Special effect 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.


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 (+3 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.