

Requires:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
[Random Unique]
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: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 36
Changes stats: +3 Dex / +17 Mag / +18 Wil / +21 Cun
Changes damage: +30% lightning
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +17
Spellpower: +24 (+4 eff.)
Spell crit. chance: +17%
Light radius: +1
See invisible: +3
It can be used to conjure elemental energy in a radius 10 cone, dealing 68.97 to 82.76 lightning damage
Activation puts all charms on cooldown for 8 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 4
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +9 (+4 eff.)
Physical crit. chance: +9.0%
Physical power: +9 (+3 eff.)
Changes damage: +25% lightning / +12% mind
Talent granted: +1 Command Staff
Critical mult.: +15.00%
Vim when firing critical spell: +3.00
Maximum stamina: +20.00
Maximum vim: +16.00
Spellpower: +27 (+5 eff.)
Spell crit. chance: +24%
Mindpower: +5 (+1 eff.)
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Accuracy: +30 (+12 eff.)
Armour penetration: +2
Physical crit. chance: +1.0%
Armour: +2
Defense: +3 (+1 eff.)
Changes stats: +15 Mag / +7 Wil / +10 Con
Changes resistances: +7% lightning / +7% temporal / +38% light / +8% fire / +8% nature / +8% acid / +8% blight / +8% cold / +8% darkness
Changes damage: +20% arcane / +26% light
Critical mult.: +15.00%
Spellpower: +6 (+1 eff.)
Activating this item is instant.
It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown :
Effective talent level: 6.5
Power cost: 10 out of 10/10.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Powered by arcane forces
3.00 Encumbrance.
[Random Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +4%
Changes stats: +3 Wil
Changes resistances: +27% darkness / +19% temporal
Changes resistances penetration: +16% darkness / +12% temporal
Changes damage: +6% acid
Spell save: +9 (+2 eff.)
Disease immunity: +15%
Silence immunity: +37%
Confusion immunity: +21%
Stun/Freeze immunity: +32%
Mana each turn: +0.08
Maximum vim: +20.00
Movement speed: +25%
Defense after a teleport: +20
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +24%
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
It was changed by the digestive sack.
This item has been sent to the Item's Vault.


Requires:
- Magic 48
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +15 (+7 eff.)
Armour penetration: +5
Physical crit. chance: +10.0%
Physical power: +15 (+7 eff.)
Defense: +23 (+6 eff.)
Changes stats: +7 Con
Changes resistances: +6% acid / +12% nature / +6% arcane
Changes resistances penetration: +5% fire / +5% physical
Changes damage: +30% blight / +6% physical
Talent granted: +1 Command Staff
Life regen: +1.80
Spellpower: +35 (+5 eff.)
Spell crit. chance: +8%
Light radius: +5
Healing mod.: +30%
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 2.6
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 7 that illuminates the area and deals 211.42 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.