Blood RageBlood Rage: Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of lethargy when your lust for blood becomes sated.
MarksmanshipMarksmanship: This item is enchanted to enhance your skill with ranged weapons. When using ranged weapons you gain +2 to your attack rolls and +1 to your damage.
Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Spearblock IISpearblock II: Passive: Reduces physical damage taken by 4, except from Bludgeoning or Slashing weapons. (Damage Reduction: 4/Slash, Bludgeon)
Sticky Goo GuardSticky Goo Guard: This item has a chance of encasing a creature in sticky goo, much like an attack of a mimic. It reduces the creatures move speed and attack speed.
DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
Force Absorption +12% Force Absorption +12%: Passive: 12% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Invisibility GuardInvisibility Guard: This item has a chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.
DuskDusk: Equipping this item engulfs you in twilight shadows. Attacks from enemies have a 10% chance to miss you due to concealment.
Spike-StuddedSpike-Studded: This item is reinforced with metal studs that improve your unarmed strikes. Your unarmed attacks do an additional 1 to 4 piercing damage.
Adds Sneak Attack Bonus +2Sneak Attack Bonus +2: Provides a +2 to attack bonus and a +3 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
Spike-StuddedSpike-Studded: This item is reinforced with metal studs that improve your unarmed strikes. Your unarmed attacks do an additional 1 to 4 piercing damage.
Glass Jaw StrikeGlass Jaw Strike: While wearing this item, when you roll a 20 on an unarmed attack, you will deal a tremendous blow to your target that will daze it (as the Sap ability) and may knock it down as well.
Improved Deception +10Improved Deception: This item makes your weapons hard to focus upon and thus provides a +10 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Relentless FuryRelentless Fury: While this item is equipped, any killing blows you strike against enemies may drive you into a furious rage, providing a 5% Enhancement damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
Seeker +5 Seeker +5: Provides a +5 Enhancement bonus to confirm critical hits, and a +5 Enhancement bonus to critical hit damage (before multipliers are applied).
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Improved Deception +10Improved Deception: This item makes your weapons hard to focus upon and thus provides a +10 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Linguistics 10%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 10%. This does not stack with the Negotiator ability.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Proof Against Poison +4 Proof Against Poison +4: This item grants its wearer immunity to natural poisons. This item also grants a +4 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 5 + their Fortitude save).
Combat Mastery +4 Combat Mastery +4: +4 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Seeker +5 Seeker +5: Provides a +5 Enhancement bonus to confirm critical hits, and a +5 Enhancement bonus to critical hit damage (before multipliers are applied).
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating