
Silith the EarthbreakerRequires:
- Level 15
Infused by arcane disrupting forces
2.00 Encumbrance.
Type: lite / lite ; tier 1
When wielded/worn:
Changes resistances: +3% nature / +3% all
Changes resistances penetration: +5% nature
Spell save: +6 (+6 eff.)
Light radius: +2
A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
This item has been sent to the Item's Vault.

66 alchemist agateRequires:
- Level 15
0.00 Encumbrance.
Type: alchemist-gem / black ; tier 1
When used as an alchemist bomb:
Bomb damage +5%
Gems can be sold for money or used in arcane rituals.
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 (+9 eff.)
Mental crit. chance: +5%
It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) :
Effective talent level: 3.0
Power cost: 8 out of 10/10.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Inflicts 51.01 mind damage and cripples the target's higher mental functions, reducing cunning by 5 and confusing (19% 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.

Flaretrencher (0 def, 0 armour)Requires:
- Level 15
Infused by nature
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes resistances: +15% acid / +9% cold / +5% arcane / +9% blight
Changes damage: +10% acid / +3% fire
Spell save: +3 (+1 eff.)
Mental save: +21 (+11 eff.)
Life regen: +2.30
Maximum life: +40.00
Mindpower: +3 (+3 eff.)
Mental crit. chance: +3%
Healing mod.: +17%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Imp ClawRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 1
When wielded/worn:
Light radius: +1
See stealth: +10
It can be used to activate talent Flame (costing 9 power out of 9/9) :
Effective talent level: 2.0
Power cost: 9 out of 9/9.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 90.50 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.
The battered remains of a flame imp's hand. It still burns with that unnatural flame.
This item has been sent to the Item's Vault.

bright alchemist's lamp of healthRequires:
- Level 15
Infused by nature
Crafted by a master
1.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Maximum life: +43.00
Light radius: +5
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.
