
Eye of the Forest (8 def, 0 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +8 (+8 eff.)
Changes stats: +6 Cun / +8 Wil
Changes resistances penetration: +15% nature
Changes damage: +20% nature
Talent masteries: +0.20 Wild-gift / Botany +0.10 Wild-gift / Moss +0.20 Wild-gift / Symbiosis
Mental save: +12 (+6 eff.)
Blindness immunity: +100%
Infravision radius: +2
See stealth: +15
See invisible: +15
It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) :
Effective talent level: 2.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Using your connection to Nature, you can see your surrounding area in a radius of 8.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4.
This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.
This item has been sent to the Item's Vault.

Skeletal Parry (10 def, 4 armour, 40 block)Requires:
- Shield usage training
- Strength 25
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 2
It is part of a set of items.
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +4
Defense: +10 (+9 eff.)
Fatigue: +6%
Damage when hit (Melee): 10 physical bleed
Talent granted: +2 Block
It can be used to activate talent Bone Armour (costing 30 power out of 50/50) :
Effective talent level: 2.0
Power cost: 30 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Description: Creates a shield of bones, absorbing 279 damage. Lasts for 10 turns.
The total damage the shield can absorb increases with your Dexterity.
A shield made from various sharpened bones. It feels icky.
This item has been sent to the Item's Vault.

Titanic (20 def, 18 armour, 320 block)Requires:
- Shield usage training
- Strength 37
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 3
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +18
Armour Hardiness: +20%
Defense: +20 (+15 eff.)
Ranged Defense: +10 (+10 eff.)
Fatigue: +30%
Talent granted: +1 Block
This shield made of the darkest stralite is huge, heavy and very solid.
This item has been sent to the Item's Vault.

Dagger of the Past (25-32 power, 20 apr)Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+10 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+5 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.

Astelrid's Clubstaff (45-68 power, 4 apr)Requires:
- Strength 23
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 3
It must be held with both hands.
Base power: 45.0 - 67.5
Uses stats: 40% Mag, 100% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +8.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +4 Mag
Changes damage: +25% nature
Spellpower: +15 (+4 eff.)
Healing mod.: +25%
Improves the contribution of primary stats on infusions and runes by 15%
Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment.
This item has been sent to the Item's Vault.

schematic: PayloadRequires:
- Talent Create Tinker
0.10 Encumbrance.
[Unique]
Type: scroll / schematic ; tier 5
[can be learnt]
It can be used to learn how to build this tinker.
Schematics are used by tinkers to learn how to build new constructs.
This item has been sent to the Item's Vault.

Great Caller (10-11 power, 18 apr, nature damage)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
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% fire / +8% physical / +8% cold
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.

Ring of the ArchlichRequires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 4
It is part of a set of items.
It desires to be surrounded by undeath.
When wielded/worn:
Changes resistances: +10% darkness / +10% cold
Changes damage: +10% darkness / +10% cold
Spell save: +8 (+3 eff.)
Poison immunity: +25%
Cut immunity: +25%
Maximum souls: +3.00
Spellpower: +8 (+3 eff.)
This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed.
Perhaps it feels all the death you will bring to others in the near future.
This item has been sent to the Item's Vault.

Nnnu's Stinger (0/0, 30-42 power, 50 apr)Requires:
- Willpower 32
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 3
Base power: 30.0 - 42.0
Uses stats: 50% Wil, 50% Cun, 50% Dex
Damage type: Mind
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +50
On weapon hit:
* 33% chance to stun, blind, pin, or silence the target for 3 turns (Mindpower or Accuracy vs Mental)
Damage (Ranged): +25 mind
When wielded/worn:
Talent granted: +1 Soundshock
Your arrows hit instantly.
You believe that you are drawing an arrow. You feel its nock against the bowstring. You see yourself take aim.
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 (+4 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.

Pale Bolts (20/20, 38-53 power, 30 apr)Requires:
- Level 15
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: ammo / arrow ; tier 3
Base power: 38.0 - 53.2
Uses stats: 70% Str, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +30
Capacity: 20
On weapon hit:
* Shred the target, reducing their phyiscal damage resistance by 5% (stacks 6 times)
Damage (Ranged): +12 physical
These stubby arrows are composed entirely of metal, but once you adjust to the odd balance, they work just fine.
This item has been sent to the Item's Vault.

Borfast's Cage (10 def, 20 armour)Requires:
- Massive armour training
- Strength 35
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 3
When wielded/worn:
Armour: +20
Defense: +10 (+5 eff.)
Fatigue: +24%
Changes stats: +5 Con
Changes resistances: -15% acid / +15% physical
Reduces opponents crit chance: 20%
Physical save: +15 (+7 eff.)
Knockback immunity: +30%
Life regen: +2.00
Maximum life: +50.00
Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.
Though clearly a powerful piece, it must once have been much greater.
This item has been sent to the Item's Vault.

Ego Pierce (45-63 power, 6 apr)Requires:
- Strength 48
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
With both her weapons, Elria was said to be able to fight in four dimensions.
Base power: 45.0 - 63.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 15% chance to confuse the target
When wielded/worn:
Physical crit. chance: +5.0%
Damage (Melee): 20 Psychic
Changes stats: +6 Mag / +6 Wil
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +5% mind / +5% physical
Critical mult.: +10.00%
Mental crit. chance: +5%
A slender rapier with a blade composed of sapphire, this was one of the weapons of Elria Eagleheart in the Age of Dusk. It was said to be able to be able to strike the conscious mind directly, disorienting those hit by its wielder. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm.
This item has been sent to the Item's Vault.

Funeral VeilRequires:
- Magic 20
- Dexterity 20
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 3
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 143%
Firing range: +10
When wielded/worn:
Damage (Ranged): 15 darkness
Changes resistances: +15% darkness / +15% cold
Talent mastery: +0.20 Spell / Grave
Spellpower: +15 (+4 eff.)
See invisible: +9
It can be used to activate talent Chill of the Tomb (costing 30 power out of 30/30) :
Effective talent level: 3.0
Power cost: 30 out of 30/30.
Range: 7
Travel Speed: 400% of base
Is: necromancy and a spell
Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 241.45 cold damage in a radius of 4.
Necrotic minions caught in the blast do not take damage but are instead coated with a thin layer of ice, reducing all damage they take by 16 for 4 turns.
The damage will increase with your Spellpower.
While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too.
This item has been sent to the Item's Vault.

Bladed RiftRequires:
- Level 35
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 5
When wielded/worn:
Damage (Melee): 25 physical bleed
Damage when hit (Melee): 25 physical bleed
Changes resistances: +15% temporal
Changes damage: +10% temporal / +5% physical
Spellpower: +10 (+3 eff.)
Mindpower: +10 (+5 eff.)
Activating this item is instant.
It can be used to activate talent Animate Blade (costing 15 power out of 25/25) :
Effective talent level: 5.0
Power cost: 15 out of 25/25.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Open a hole in space, summoning an animated blade for 15 turns.
Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it.
This item has been sent to the Item's Vault.
