
Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires:
- Strength 25
- Talent Heavy Armour Training (level 2)
Infused by nature
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 2
When wielded/worn:
Armour: +10
Defense: +9 (+9 eff.)
Fatigue: +14%
Changes resistances: +20% cold / +20% darkness / +20% nature
Talent granted: +3 Block
The barkwood of Wrathroot, made into roughly the shape of a shield.
This item has been sent to the Item's Vault.

Spellhunt Remnants (1 def, 2 armour)Requires:
- Talent Heavy Armour Training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 1
When wielded/worn:
Armour: +2
Defense: +1 (+1 eff.)
Spell save: +4 (+2 eff.)
Mindpower: +4 (+2 eff.)
Mental crit. chance: +1%
It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150.
These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence.
This item has been sent to the Item's Vault.

Bill's Tree Trunk (136% power, 7 apr)Requires:
- Strength 25
Crafted by a master
5.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 1
It must be held with both hands.
Power: 137% Range: 1.7x
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +7
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) :
Effective talent level: 2.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns.
Also if the target is protected by a temporary damage shield there is 60% chance to shatter it.
Armor reduction chance increases with your Physical Power.
This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!
This item has been sent to the Item's Vault.

Helm of the Dwarven Emperors (0 def, 6 armour)Requires:
- Talent Heavy Armour Training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 2
When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes damage: +8% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +1
It can be used to activate talent Sun Flare (costing 30 power out of 30/30) :
Effective talent level: 3.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6).
At level 3 it will also do 15.17 light damage within radius 3.
The damage done will increase with your Spellpower.
A Dwarven helm embedded with a single diamond that can banish all underground shadows.
This item has been sent to the Item's Vault.

ash wand of conjuration 'Festeridol' [power 163] (9 cooldown)Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 2
When wielded/worn:
Changes resistances: +3% temporal / +3% nature / +3% light
Talent granted: +1 Void Blast
Blindness immunity: +10%
Disarm immunity: +5%
It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 9 turns.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.
