
Colaryem (48-76.8 power, 12 apr)Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
1.40 Ego Multiplier.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Physical crit. chance: +11.0%
Attack speed: 50%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.

Robe of the Archmage (10 def, 10 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +10
Defense: +10 (+4 eff.)
Damage when hit (Melee): 15 arcane
Changes stats: +4 Mag / +4 Wil / +4 Cun
Changes resistances: +10% fire / +10% cold
Changes damage: +12% all
Spell save: +18 (+9 eff.)
Mental save: +15 (+7 eff.)
Blindness immunity: +40%
Mana each turn: +1.00
Spellpower: +15 (+12 eff.)
Light radius: +1
A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.
This item has been sent to the Item's Vault.

Psionic Fury (12-13.2 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: 40% Wil, 20% Cun
Damage type: Mind
Mastery: Psiblades
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 (+8 eff.)
Mental crit. chance: +8%
It can be used to release a wave of psionic power, dealing 69.80 mind damage (based on Willpower) to all within radius 5, costing 40 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.

BloodcallerRequires:
- Level 25
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 4
When wielded/worn:
Fatigue: -5%
Mental save: -7 (-4 eff.)
Life leech chance: +15%
Life leech: +30%
You won the Ring of Blood trial, and this is your reward.
This item has been sent to the Item's Vault.

Wheel of FateRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1.
"This isn't what I wished for!" - Howar Muransk, Cornac demonologist.
This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?
This item has been sent to the Item's Vault.

Crown of Burning Pain (8 def, 0 armour)Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +0
Defense: +8 (+4 eff.)
Fatigue: +4%
Changes stats: +3 Cun / +3 Wil
Changes resistances: +20% fire
Changes damage: +20% fire
It can be used to activate talent Meteor Rain (costing 38 power out of 50/50) :
Effective talent level: 2.0
Power cost: 38 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 21.88 fire and 21.88 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.

Aetherwalk (6 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Defense: +6 (+3 eff.)
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +12% arcane
Changes resistances cap: +5% arcane
Spellpower: +5 (+5 eff.)
It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24.
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.

Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires:
- Magic 38
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 64.0 - 76.8
Uses stat: 140% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +10
Attack speed: 100%
Damage (Melee): +10 % chance of confusion
When wielded/worn:
Accuracy: +7 (+3 eff.)
Changes damage: +20% physical
Talent mastery: +0.20 Spell / Staff combat
Spellpower: +12 (+10 eff.)
Spell crit. chance: +18%
It can be used to activate talent Channel Staff (costing 9 power out of 20/20) :
Effective talent level: 2.0
Power cost: 9 out of 20/20.
Range: 8
Travel Speed: 2000% of base
Is: a spell
Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.
A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.
This item has been sent to the Item's Vault.

The Black CoreRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +15% darkness
Talent mastery: +0.20 Corruption / Black-magic
Blindness immunity: +100%
Only die when reaching: -100.00 life
Spellpower: +0 (+0 eff.)
Infravision radius: +6
Shadow Power: +5
Grants spellpower equal to your Shadow Power.
"Lock your soul away, and death will never reach you."
This item has been sent to the Item's Vault.

Lightbringer's WandRequires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: charm / wand ; tier 3
When wielded/worn:
Damage when hit (Melee): 18 light
Changes resistances: +12% darkness / +12% light
Changes damage: +10% light
Spell save: +15 (+7 eff.)
Light radius: +2
It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 51 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35.
This gold-tipped wand shines with an unnatural sheen.
This item has been sent to the Item's Vault.

Pendant of the Sun and MoonsRequires:
- Level 25
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: +10% light / +10% darkness
Changes resistances cap: +5% light / +5% darkness
Changes resistances penetration: +15% light / +15% darkness
Changes damage: +8% light / +8% darkness
Spellpower: +8 (+8 eff.)
Spell crit. chance: +5%
All your damage is converted and split into light and darkness.
Activating this item is instant.
It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) :
Effective talent level: 3.0
Power cost: 30 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns.
This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.
This item has been sent to the Item's Vault.

Helm of the Dominated (0 def, 9 armour)Requires:
- Talent Heavy Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Physical power: +10 (+3 eff.)
Armour: +9
Fatigue: +4%
Changes stats: +2 Str / +4 Mag
Talent mastery: +0.20 Race / Doomelf
Silence immunity: +30%
Spellpower: +10 (+9 eff.)
Light radius: -1
Increases the range of Haste of the Doomed by 1.
An experimental helmet designed to enhance the effects of the Doomelf corruption.
This item has been sent to the Item's Vault.

Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires:
- Strength 35
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 4
It must be held with both hands.
Base power: 60.0 - 96.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +19
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* 10% chance to send the wielder into a killing frenzy
Damage against: +20% Living
When wielded/worn:
Changes stats: +15 Str / +5 Dex / +15 Con
Reduced damage from: +20% Living
Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault
A blood-etched greatsword, it has seen many foes. From the inside.
This item has been sent to the Item's Vault.

dragonbone longbow 'Skynail'Requires:
- Dexterity 48
- Talent Shoot
Powered by arcane forces
4.00 Encumbrance.
[Random Unique]
Type: weapon / longbow ; tier 5
It must be held with both hands.
Accuracy bonus: +0.2% crit / acc
Attack speed: 125%
Firing range: +10
Damage (Ranged): +38 acid
When wielded/worn:
Changes resistances: +6% lightning / +15% temporal
Changes resistances penetration: +18% physical
Changes damage: +51% acid / +3% lightning
Damage Shield penetration: +69%
Longbows are used to shoot arrows at your foes.
This item has been sent to the Item's Vault.

Bindings of Eternal Night (12 def, 12 armour)Requires:
- Level 15
Powered by arcane forces
6.00 Encumbrance.
[Unique]
Type: armor / mummy ; tier 3
It is part of a set of items.
A complementing item would be your crowning glory.
When wielded/worn:
Armour: +12
Defense: +12 (+4 eff.)
Damage when hit (Melee): 10 darkness
Changes stats: +5 Wil / +5 Mag
Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light
Changes damage: +20% darkness
Poison immunity: +100%
Disease immunity: +100%
Life regen: +1.00
Light radius: -1
The wearer is treated as an undead.
Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.
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 (+4 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.

Champion's Will (67-107.2 power, 22 apr)Requires:
- Strength 35
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 67.0 - 107.2
Uses stats: 20% Con, 115% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 25 light damage (based on Spellpower) in a radius 3 cone.
When wielded/worn:
Changes stats: +12 Str / +6 Mag / +7 Con
Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader
Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn)
Increases the damage of Sun Beam by 15%.
It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30.
This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively.
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.

Nature's Blessing (8 def, 6 armour)Requires:
- Strength 20
Infused by nature
Infused by arcane disrupting forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 2
When wielded/worn:
Armour: +6
Defense: +8 (+3 eff.)
Ranged Defense: +4 (+1 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+5 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%
Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
This item has been sent to the Item's Vault.

Fiery ChokerRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Changes stats: +5 Mag / +4 Wil / +3 Cun
Changes resistances: +20% fire / -20% cold
Changes damage: +10% fire / -5% cold
Damage affinity(heal): +30% fire
Blindness immunity: +40%
Spellpower: +7 (+4 eff.)
Spell crit. chance: +8%
Talent on hit(spell): Volcano (10% chance level 3).
A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer.
This item has been sent to the Item's Vault.

Dagger of the Past (25-32.5 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: +0.5% APR / acc
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+4 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+3 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.

Gloryda the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
Damage (Melee): +12 acid
Burst (radius 1) on hit: +4 acid
When wielded/worn:
Armour: +4
Armour Hardiness: +5%
Damage when hit (Melee): 8 temporal
Changes resistances penetration: +10% acid
Changes damage: +25% darkness
Talent granted: +1 Command Staff
Physical save: +6 (+2 eff.)
Mana each turn: +0.16
Spellpower: +30 (+10 eff.)
Spell crit. chance: +4%
It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

Eldritch PearlRequires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: lite / lite
When wielded/worn:
Physical power: +12 (+4 eff.)
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water
Spellpower: +12 (+6 eff.)
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 88/150) :
Effective talent level: 4.0
Power cost: 80 out of 88/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.90 cold damage and 4.71 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 3 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.
Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.
This item has been sent to the Item's Vault.

Steel Helm of Garkul (0 def, 6 armour)Requires:
- Strength 16
- Talent Heavy Armour Training
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 (+3 eff.)
Spell save: +12 (+3 eff.)
Mental save: +12 (+3 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.

Crown of Eternal Night (0 def, 3 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.
You need to find something to bind its powers.
When wielded/worn:
Armour: +3
Fatigue: +3%
Reduce damage by fixed amount: +10 all
This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use.
This item has been sent to the Item's Vault.

Fists of the Desert Scorpion (8 def, 4 armour)Requires:
- Heavy armour training
Crafted by a master
Infused by psionic forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +4
Defense: +8 (+3 eff.)
Changes stats: +3 Str / +3 Cun / +3 Wil
Changes damage: +8% physical
Talent mastery: +0.20 Technique / Grappling
Disarm immunity: +40%
Mindpower: +3 (+1 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Mindhook (costing 16 power out of 24/24) :
Effective talent level: 4.0
Power cost: 16 out of 24/24.
Range: 6
Travel Speed: instantaneous
Is: a mind power
Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you.
Works on enemies up to 6 squares away.
The cooldown decreases, and the range increases, with additional talent points spent.
These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them.
Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people.
This item has been sent to the Item's Vault.

Cuirass of the Thronesmen (20 def, 32 armour)Requires:
- Strength 44
- Talent Heavy Armour Training (level 3)
Crafted by a master
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +32
Armour Hardiness: +10%
Defense: +20 (+7 eff.)
Fatigue: +15%
Changes stats: +6 Con
Changes resistances: +25% darkness / +25% fire
Physical save: +40 (+9 eff.)
Stun/Freeze immunity: +40%
Knockback immunity: +40%
Healing mod.: -30%
This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength.
This item has been sent to the Item's Vault.

Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires:
- Shield usage training
- Strength 28
Powered by arcane forces
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
When used to attack (with talents):
Base power: 57.0 - 68.4
Uses stat: 100% Str
Damage type: Stunning fire
Accuracy bonus: +2.5% proc dam (max 200%)
Crit. chance: +7.0%
Block value: +235
On weapon hit:
* releases a burst of dark fire, dealing damage equal to your magic stat
Damage conversion: 50% darkness
When wielded/worn:
Armour: +18
Defense: +8 (+2 eff.)
Ranged Defense: +12 (+3 eff.)
Fatigue: +25%
Damage when hit (Melee): 24 darkness / 24 fire
Changes resistances: +20% darkness / +35% fire
Talent granted: +1 Block
Spellpower: +8 (+2 eff.)
This rugged stone shield flickers with bursts of pitch black flame.
This item has been sent to the Item's Vault.
