
elven-wood starstaff 'Camedor' (31-37.2 power, 5 apr, physical element)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 31.0 - 37.2
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% procs dam / acc
Armour Penetration: +5
Physical crit. chance: +4.5%
Attack speed: 100%
Burst (radius 2) on crit: +8 mind
When wielded/worn:
Effects on melee hit:
* 10% chance to disease
Changes damage: +31% physical
Talent granted: +1 Command Staff
Vim when firing critical spell: +4.00
Maximum vim: +24.00
Spellpower: +16 (+3 eff.)
Spell crit. chance: +13%
Mindpower: +8 (+4 eff.)
Mental crit. chance: +3%
Staves designed for wielders of magic, by the greats of the art.
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 (+4 eff.)
Mindpower: +3 (+2 eff.)
It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) :
Effective talent level: 3.0
Power cost: 18 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Pull all foes toward you in radius 5 while dealing 57 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.

NightsongRequires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6 (+6 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +5% physical
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+6 eff.)
Maximum stamina: +25.00
It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) :
Effective talent level: 2.0
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn.
The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark.
A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
This item has been sent to the Item's Vault.

This item will automatically be transmogrified when you leave the level.Amegrim (30-36 power, 6 apr, lightning element)
Requires:
- Magic 48
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes damage: +30% lightning
Talent granted: +1 Command Staff
Critical mult.: +11.00%
Spellpower: +15 (+13 eff.)
Spell crit. chance: +10%
Mindpower: +10 (+8 eff.)
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

This item will automatically be transmogrified when you leave the level.Shadowbreaker the quiver of ash arrows (19/19, 22-30.8 power, 7 apr)
Requires:
- Dexterity 16
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 2
Base power: 22.0 - 30.8
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.3% crit chance (max 25%)
Accuracy: +11
Armour Penetration: +7
Crit. chance: +1.5%
Capacity: 19
On weapon hit:
* 20% chance to knock the target back 3 spaces and deal 15 physical damage
Damage (Ranged): +17 physical / +17 cold
Damage (radius 1) on hit: +12 cold
Damage (radius 2) on crit: +8 darkness / +11 cold
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.

Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires:
- Shield usage training
- Strength 16
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 1
When used to attack (with talents):
Base power: 18.0 - 25.2
Uses stat: 140% Str
Damage type: Physical
Accuracy bonus: +2.5% proc dam (max 200%)
Crit. chance: +2.0%
Block value: +48
Damage (Melee): +10 cold
When wielded/worn:
Armour: +8
Defense: +8 (+4 eff.)
Fatigue: +12%
On shield block:
* 30% chance to spray freezing water (radius 4 cone) at the target.
Changes resistances: +15% cold / +10% fire
Talent granted: +1 Block
Maximum air capacity: +20.00
Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target.
A chunk of jagged coral, dredged from the ocean.
This item has been sent to the Item's Vault.

This item will automatically be transmogrified when you leave the level.elm vilestaff 'Toxintreason' (10-12 power, 2 apr, acid element)
Requires:
- Magic 11
Infused by nature
5.00 Encumbrance.
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.5% proc dam (max 200%)
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Defense: +5 (+5 eff.)
Changes stats: +1 Cun
Changes resistances penetration: +5% nature
Changes damage: +10% acid
Talent granted: +1 Command Staff
Spellpower: +3 (+3 eff.)
Spell crit. chance: +1%
Light radius: +2
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 1.0
Power cost: 6 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 6 that illuminates the area.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
At level 4, it also deals 34.85 light damage.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.
