

Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 24.0 - 28.8
Uses stat: 150% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.5% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% blight / +20% fire
Spellpower: +27 (+9 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat
Activation costs 15 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.
This item has been sent to the Item's Vault.


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 (+4 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: 5.2
Power cost: 16 out of 24/24.
Range: 7
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 7 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.


Requires:
- Strength 40
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
Base power: 33.0 - 46.2
Uses stat: 100% Str
Damage type: Acid
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
Damage (radius 2) on crit: +40 corrosive acid
When wielded/worn:
Physical crit. chance: +10.0%
Changes resistances: +15% acid
Changes resistances penetration: +20% acid
Changes damage: +20% acid
Spell crit. chance: +10%
It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) :
Effective talent level: 5.2
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 21% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 37 acid damage in a 4 radius ball. This damage will increase by 25% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower.
This warped, blackened sword drips acid from its countless pores.
This item has been sent to the Item's Vault.


Requires:
- Willpower 24
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Damage when hit (Melee): 12 mind
Changes stats: +4 Cun / +4 Wil
Changes damage: +10% mind
Mindpower: +12 (+6 eff.)
Mental crit. chance: +5%
It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) :
Effective talent level: 3.0
Power cost: 8 out of 10/10.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Inflicts 74.18 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (25% power) the target for 4 turns.
The damage, cunning penalty, and confusion power will scale with your Mindpower.
A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you.
Is this temptation a weak will on your part, or some domination from the artifact itself...?
This item has been sent to the Item's Vault.


Requires:
- Strength 40
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 3
Power: 141% Range: 1.4x
Uses stat: 100% Str
Damage type: Acid
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +4
Crit. chance: +10.0%
Attack speed: 100%
Damage (radius 2) on crit: +40 corrosive acid
When wielded/worn:
Physical crit. chance: +10.0%
Changes resistances: +15% acid
Changes resistances penetration: +20% acid
Changes damage: +20% acid
Spell crit. chance: +10%
It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) :
Effective talent level: 5.5
Power cost: 30 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken.
When this effect ends or the target dies the worm will explode, dealing 15 acid damage in a 4 radius ball. This damage will increase by 8% of all damage taken while infected.
The damage dealt by the effect will increase with spellpower.
This warped, blackened sword drips acid from its countless pores.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 155 damage for 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.
You can see your own image mirrored in the surface of this silvery rune.
This item has been sent to the Item's Vault.


Requires:
- Strength 52
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / battleaxe ; tier 5
It must be held with both hands.
Power: 182% Range: 1.5x
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +8
Crit. chance: +8.0%
Attack speed: 100%
Damage (Melee): +50 fire
Damage conversion: 20% fire
When wielded/worn:
Changes resistances: +20% fire
Changes resistances penetration: +25% fire
Changes damage: +20% fire
The wearer is treated as a demon.
It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) :
Effective talent level: 4.5
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 266.81 fire damage, and flames will be left dealing a further 62.24 each turn. Demons will be healed for the same amount.
The damage will increase with your Strength Stat.
Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes.
This item has been sent to the Item's Vault.


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.
Power: 179% Range: 1.6x
Uses stats: 20% Con, 115% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +12.0%
Attack speed: 100%
On weapon hit:
* releases a burst of light, dealing 14 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
Activation costs 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.


Requires:
- Magic 35
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Power: 172% Range: 1.6x
Uses stat: 120% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +22
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* 25% chance to strike the target again.
When wielded/worn:
Changes stats: +10 Str / +5 Dex / +15 Con
Talent mastery: +0.20 Technique / Two-handed assault
This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Infused by nature
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: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +21 (+6 eff.)
Physical crit. chance: +16.0%
Physical power: +16 (+5 eff.)
Defense: +21 (+8 eff.)
Changes resistances: +6% acid / +6% light / +3% darkness / +5% arcane
Changes damage: +25% physical
Talent granted: +1 Command Staff
Blindness immunity: +10%
Cut immunity: +10%
Spellpower: +28 (+8 eff.)
Spell crit. chance: +9%
Light radius: +3
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 2.0
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 7 that illuminates the area and deals 130.46 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.


bloodlich's dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element)
Requires:
- Magic 48
Powered by arcane forces
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: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Mag / +3 Wil / +3 Cun / +4 Con
Changes damage: +30% blight
Talent granted: +1 Command Staff
Critical mult.: +10.00%
N.Energy each turn: +0.20
Vim when firing critical spell: +5.00
Maximum mana: +58.00
Maximum vim: +35.00
Maximum neg.energy: +29.00
Spellpower: +21 (+6 eff.)
Spell crit. chance: +5%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


Requires:
- Massive armour training
- Strength 48
Infused by nature
Crafted by a master
17.00 Encumbrance.
[Random Unique]
Type: armor / massive ; tier 4
When wielded/worn:
Armour: +13
Fatigue: +22%
Effects on melee hit:
* 10% chance to gain 10% of a turn (3/turn limit)
Changes resistances: +40% acid / +19% physical / +15% blight / +14% fire / +18% lightning / +17% cold
Talent cooldown: Rush (-10 turns)
Disarm immunity: +60%
Stun/Freeze immunity: +54%
Knockback immunity: +50%
A suit of armour made of metal plates.
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
It is part of a set of items.
If the sun doesn't set, dawn's power lasts forever.
Power: 162% Range: 1.4x
Uses stat: 105% Mag
Damage type: Light
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 100%
Damage against: +25% Undead / +25% Demon
When wielded/worn:
Changes resistances penetration: +25% light
Changes damage: +20% light
Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light
Talents cooldown: Healing Light (-3 turns) Bathe in Light (-5 turns) Providence (-10 turns) Barrier (-5 turns)
Spellpower: +10 (+2 eff.)
Spell crit. chance: +4%
Light radius: +2
It can be used to invoke dawn, inflicting 476.40 light damage in radius 5 (based on Magic) and lighting the area within radius 10
Activation costs 35 power out of 35/35.
Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Changes stats: +5 Wil / +5 Con
Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness
Physical save: +15 (+7 eff.)
Spell save: +15 (+5 eff.)
Mental save: +15 (+5 eff.)
Confusion immunity: +20%
A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +35 (+7 eff.)
Effects on melee hit:
* 21% chance to gain 10% of a turn (3/turn limit)
Damage (Melee): 30 light
Damage (Ranged): 35 light
Changes stats: +19 Dex / +8 Mag / +9 Cun
Changes resistances: +9% temporal
Changes damage: +18% light / +3% nature
Defense after a teleport: +16
Resist all after a teleport: +16%
New effects duration reduction after a teleport: +16%
Rings make your fingers look great!
This item has been sent to the Item's Vault.