
The Far-HandRequires:
- 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 26 power out of 4/36) :
Effective talent level: 5.5
Power cost: 26 out of 4/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (110).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 13).
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.

shimmering cashmere wizard hat of the Brotherhood (2 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Defense: +2 (+1 eff.)
Changes stats: +4 Mag / +4 Con
Changes damage: +25% arcane
Maximum mana: +49.00
Activating this item is instant.
It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown :
Effective talent level: 5.0
Power cost: 9 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 25 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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.

cashmere wizard hat 'Sepsispassion' (12 def, 6 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Armour: +6
Defense: +12 (+6 eff.)
Damage when hit (Melee): 10 nature
Changes resistances: +12% acid / +21% fire
Changes damage: +14% fire
Spell save: +6 (+2 eff.)
Silence immunity: +20%
See invisible: +3
Defense after a teleport: +5
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +5%
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.

Hat of Arcane Understanding (2 def, 0 armour)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
It is part of a set of items.
Only supremacy of the arcane can release its full power.
When wielded/worn:
Defense: +2 (+1 eff.)
Changes resistances: +20% arcane
Talent mastery: +0.20 Spell / Meta
Talent cooldown: Disruption Shield (-10 turns)
Mana each turn: +2.00
A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages.
Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it.
This item has been sent to the Item's Vault.

pair of hardened leather boots 'Torekor' (0 def, 3 armour)Requires:
- Level 15
Crafted by a master
2.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Physical crit. chance: +1.0%
Physical power: +10 (+2 eff.)
Armour: +3
Changes stats: +8 Lck / +6 Dex
Changes resistances: +6% acid
Stealth bonus: +8
Silence immunity: +20%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
A pair of boots made of leather.
This item has been sent to the Item's Vault.

stormwoven elven-silk robe of Angolwen (0 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 5
When wielded/worn:
Changes stats: +6 Str / +12 Mag / +10 Wil
Changes resistances: +10% lightning / +12% cold / +15% all
Changes damage: +20% lightning / +14% physical / +14% cold
Silence immunity: +26%
Spellpower on spell critical (stacks up to 3 times): +4
Spellpower: +16 (+4 eff.)
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Steel Helm of Garkul (0 def, 6 armour)Requires:
- Heavy armour training
- Strength 16
Infused by nature
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+2 eff.)
Spell save: +12 (+2 eff.)
Mental save: +12 (+4 eff.)
A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item has been sent to the Item's Vault.

Cinderfeet (3 def, 5 armour)Requires:
- Dexterity 10
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Armour: +5
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +4 Cun / +4 Mag
Changes resistances: +20% cold
Changes damage: +18% fire
Light radius: +2
Each step you take leaves a burning trail behind you lasting 5 turns that deals 11 fire damage (based on Spellpower) to foes who enter it.
A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.
This item has been sent to the Item's Vault.

healing infusion of the psychic (heal 203; cd 11)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: 11
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect.
Its effects scale with your Willpower 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.

survivor's alchemist's lamp of the moonsRequires:
- Level 15
Powered by arcane forces
Infused by nature
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +8% light
Changes damage: +7% darkness
Damage affinity(heal): +5% darkness
Physical save: +9 (+2 eff.)
Light radius: +4
Infravision radius: +3
Healing mod.: +15%
It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown :
Effective talent level: 5.5
Power cost: 6 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 65.05 damage.
The damage dealt will increase with your Spellpower.
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.

Korythad the Eclipseidol (22/22, 42-50 power, 5 apr)Requires:
- Dexterity 35
Powered by arcane forces
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 4
Base power: 42.0 - 50.4
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +5.5%
Capacity: 22
On weapon hit:
* 20% chance to reduce damage dealt by 32%
* 20% chance to knock the target back 3 spaces and deal 275 physical damage
* 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns
On weapon crit:
* Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2
Damage (Ranged): +17 physical / +20 darkness
Damage (radius 1) on hit: +4 darkness
Damage (radius 2) on crit: +12 darkness
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.

Telekinetic CoreRequires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: charm / torque ; tier 2
When wielded/worn:
Physical power: +3 (+1 eff.)
Changes stats: +5 Wil
Changes resistances: +5% physical
Changes damage: +6% physical
Physical save: +12 (+2 eff.)
Mindpower: +3 (+0 eff.)
It can be used to activate talent Psionic Pull (costing 13 power out of 35/35) :
Effective talent level: 4.5
Power cost: 13 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Pull all foes toward you in radius 5 while dealing 106 physical damage.
The damage will increase with your mindpower.
This heavy torque appears to draw nearby matter towards it.
This item has been sent to the Item's Vault.
