
pair of hardened leather boots 'Earifast' (13 def, 3 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +3
Defense: +13 (+5 eff.)
Changes stats: +7 Dex / +3 Wil / +6 Cun
Changes resistances penetration: +25% mind
Changes damage: +9% acid / +6% mind
Mindpower: +15 (+6 eff.)
A pair of boots made of leather.
This item has been sent to the Item's Vault.

Aletta's Diadem (0 def, 0 armour)Requires:
- Willpower 24
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Damage when hit (Melee): 12 mind
Changes stats: +4 Cun / +4 Wil
Changes damage: +10% mind
Mindpower: +12 (+4 eff.)
Mental crit. chance: +5%
It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) :
Effective talent level: 3.0
Power cost: 7 out of 10/10.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Inflicts 107.45 mind damage and cripples the target's higher mental functions, reducing cunning by 12 and confusing (29% power) the target for 4 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower.
A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you.
Is this temptation a weak will on your part, or some domination from the artifact itself...?
This item has been sent to the Item's Vault.

Delulach the voratun greatmaul (67-100 power, 4 apr)Requires:
- Strength 48
Crafted by a master
Infused by psionic forces
5.00 Encumbrance.
[Random Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 67.0 - 100.5
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity)
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
When wielded/worn:
Accuracy: +17 (+8 eff.)
Physical crit. chance: +21.0%
Defense: +21 (+7 eff.)
Changes stats: +4 Wil / +2 Mag
Disarm immunity: +69%
Infravision radius: +2
See invisible: +15
Massive two-handed mauls.
This item has been sent to the Item's Vault.

Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0
T3 greatsword 2H weapon
[Unique]
Psionic
Power 49.0 - 78.4 Physical
Uses 129% Str
Mastery Weapons Mastery
Acc+ +0.4% crit mult (max 40%)
Apr +9
Crit +9.0%
Atk.spd 100%
Melee+ +49 light +49 darkness
On Hit:
* 9% chance to stun or confuse the target
The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.
This item has been sent to the Item's Vault.

Hettozor (0 def, 5 armour)Requires:
- Heavy armour training
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +5%
Changes stats: +11 Str / +7 Dex / +6 Cun / +10 Con
Changes resistances: +12% lightning / +11% temporal / +6% blight / +9% cold / +5% arcane
Physical save: +11 (+2 eff.)
Spell save: +12 (+2 eff.)
Mental save: +10 (+3 eff.)
It can be used to activate talent Battle Cry, placing all other charms into a 20 cooldown :
Effective talent level: 3.5
Power cost: 20 out of 28/28.
Range: melee/personal
Travel Speed: instantaneous
Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 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 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.

Tirakai's Maul (68-88 power, 15 apr)Requires:
- Level 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 68.0 - 88.4
Uses stats: 10% Mag, 120% Str
Damage type: Nature
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +14.0%
Attack speed: 100%
Damage (radius 2) on crit: +60 spydric poison
When wielded/worn:
Changes stats: +10 Dex / +10 Mag / +10 Cun / +15 Con
Changes resistances: +10% blight
Changes damage: +20% nature
Damage affinity(heal): +15% nature
Stun/Freeze immunity: +30%
Life regen: +2.00
Healing mod.: +30%
Lifebinding Emerald: Nature
It can be used to imbue the hammer with a gem of your choice
Activation costs 9 power out of 10/10.
This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.
This item has been sent to the Item's Vault.

Falulin the Sleetidol [power 1] (22 cooldown)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 1
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce armor by 41%
Changes resistances: +3% blight / +6% cold
Changes resistances penetration: +10% blight / +20% cold
Changes damage: +3% cold
It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns
Activation puts all charms on cooldown for 22 turns.
When used:
* Heal for 35.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.

heroism infusion of the sneak (die at -430; dur 7; cd 26)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to endure even the most grievous of wounds for 7 turns.
While Heroism is active, you will only die when reaching -430 life.
The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 430 life, 7 duration)
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Cunning stat.
It can be used to inscribe your skin with the infusion.
Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
This item has been sent to the Item's Vault.

movement infusion of the wizard (speed 619%; cd 13)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to increase movement speed by 619% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion.
Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
This item has been sent to the Item's Vault.

regeneration infusion of the warrior (heal 230; 13 cd)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Activate the infusion to heal yourself for 230 life over 5 turns.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the infusion.
Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
This item has been sent to the Item's Vault.

regeneration infusion of the wizard (heal 327; 14 cd)Requires:
- Level 15
Infused by nature
0.10 Encumbrance.
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Activate the infusion to heal yourself for 327 life over 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion.
Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
This item has been sent to the Item's Vault.

Psionic Fury (12-13 power, 25 apr, mind damage)Requires:
- Willpower 24
Infused by nature
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 3
Base power: 12.0 - 13.2
Uses stats: 50% Wil, 30% Cun
Damage type: Mind
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +25
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +3 Wil
Changes resistances: +10% mind
Changes damage: +15% mind / +5% physical
Mindpower: +10 (+3 eff.)
Mental crit. chance: +8%
It can be used to release a wave of psionic power, dealing 110.59 mind damage (based on Willpower) to all within radius 5
Activation costs 34 power out of 40/40.
This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape.
This item has been sent to the Item's Vault.

inquisitor's dwarven-steel dagger (20-26 power, 7 apr)Requires:
- Dexterity 24
Infused by arcane disrupting forces
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 20.0 - 26.0
Uses stats: 50% Str, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon crit:
* Deals 62 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity)
Sharp, short and deadly.
This item has been sent to the Item's Vault.

arcing dwarven-steel dagger of projection (20-25 power, 7 apr)Requires:
- Dexterity 24
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
Type: weapon / dagger ; tier 3
Base power: 19.5 - 25.4
Uses stats: 50% Str, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 25% chance for lightning to strike from the target to a second target dealing 89 damage
* Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn)
Sharp, short and deadly.
This item has been sent to the Item's Vault.
