
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires:
- Magic 48
Powered by unknown forces
5.00 Encumbrance.
[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: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +7 Wil / +8 Mag
Changes resistances penetration: +30% temporal
Changes damage: +40% temporal
Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal
Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns)
Teleport immunity: +100%
Spellpower: +40 (+8 eff.)
Spell crit. chance: +15%
Reduces paradox anomalies(equivalent to willpower): +25
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.

Frost Lord's ChainRequires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
When wielded/worn:
Damage when hit (Melee): 10 cold
Changes resistances: +25% cold
Changes damage: +12% cold
Talent granted: +2 Shivgoroth Form
Stun/Freeze immunity: +30%
Spellpower: +12 (+4 eff.)
Ice block penetration: +20%
Gives all your cold damage a 20% chance to freeze the target.
This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.
This item has been sent to the Item's Vault.

Hailvengeance the elven-silk robe (0 def, 0 armour)Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
Type: armor / cloth ; tier 5
When wielded/worn:
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 6 arcane / 10 temporal
Changes resistances: +15% all / +69% cold
Changes resistances penetration: +25% arcane
Changes damage: +51% cold
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.

Eclipse (117% power, 4 apr, darkness element)Requires:
- Magic 32
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Power: 117% Range: 1.2x
Uses stat: 110% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+3 eff.)
Spell crit. chance: +8%
This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
This item has been sent to the Item's Vault.

Worm Nest (0 def, 0 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Changes stats: +15 Mag
Changes resistances: +13% all
Reduce damage by fixed amount: +22 all
Changes damage: +22% blight
Spellpower: +15 (+3 eff.)
Spell crit. chance: +8%
Movement speed: +32%
It can be used to activate talent Carrion Feet (costing 15 power out of 7/20) :
Effective talent level: 4.5
Power cost: 15 out of 7/20.
Range: 9
Travel Speed: instantaneous
Is: a spell
Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%.
You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain.
Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn.
If at least 1 enemy is effected by the cone you gain an additional 20 insanity.
This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.
This item has been sent to the Item's Vault.

The Untouchable (14 def, 12 armour)Requires:
- Strength 16
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 3
When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+7 eff.)
Changes stats: +8 Cun
When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.
This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.
This item has been sent to the Item's Vault.

Frost Treads (1 def, 4 armour)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 2
When wielded/worn:
Armour: +4
Defense: +1 (+1 eff.)
Fatigue: +7%
Changes stats: +4 Str / +4 Wil / +4 Cun
Changes resistances: +10% nature / +20% cold
Changes damage: +15% cold
Light radius: +1
Movement speed: +20%
Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns.
A pair of leather boots. Cold to the touch, they radiate a cold blue light.
This item has been sent to the Item's Vault.

Elemental FuryRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold
Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold
All your damage is converted and split into arcane, fire, cold and lightning.
This ring shines with many colors.
This item has been sent to the Item's Vault.

greater elven-wood magestaff of fate (129% power, 5 apr, cold element)Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
Type: weapon / staff ; tier 4
It must be held with both hands.
Power: 129% Range: 1.2x
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:
Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire
Talent granted: +1 Command Staff
Physical save: +9 (+3 eff.)
Spell save: +9 (+3 eff.)
Mental save: +9 (+2 eff.)
Spellpower: +19 (+5 eff.)
Spell crit. chance: +9%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

steel ring 'Magmabearer'Requires:
- Level 15
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Physical power: +11 (+6 eff.)
Changes stats: +4 Dex / +2 Mag / +4 Cun
Changes resistances: +6% blight / +12% fire
Changes damage: +15% blight / +5% all
Reduces incoming crit damage: 10.00%
Spellpower: +11 (+3 eff.)
Mindpower: +9 (+3 eff.)
Light radius: +3
Rings make your fingers look great!
This item has been sent to the Item's Vault.

Chillumbra the drakeskin leather gloves (0 def, 3 armour)Requires:
- Level 25
Infused by nature
1.00 Encumbrance.
Type: armor / hands ; tier 4
When wielded/worn:
Armour: +3
Damage (Melee): 14 cold
Damage when hit (Melee): 11 nature
Changes stats: +6 Wil / +8 Cun / +13 Con
Changes resistances: +18% cold
Changes damage: +9% lightning / +32% cold
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
This item has been sent to the Item's Vault.

Staff of Destruction (120% power, 4 apr, cold element)Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Power: 121% Range: 1.2x
Uses stat: 100% Mag
Damage type: Cold
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+2 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).
This unique-looking staff is carved with runes of destruction.
This item has been sent to the Item's Vault.

undeterred pair of voratun boots of tirelessness (0 def, 5 armour)Requires:
- Heavy armour training
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
Type: armor / feet ; tier 5
When wielded/worn:
Armour: +5
Fatigue: +4%
Silence immunity: +41%
Confusion immunity: +45%
Stun/Freeze immunity: +36%
Stamina each turn: +0.90
Maximum stamina: +21.00
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
This item has been sent to the Item's Vault.

Shoes of Moving Slowly (0 def, 0 armour)Requires:
- Level 25
Powered by unknown forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Fatigue: +3%
Changes stats: +8 Wil / +8 Mag
Knockback immunity: +100%
Spellpower: +5 (+1 eff.)
Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times.
It can be used to combine it with the Shoes of Moving Quickly.
Fast does not always win.
Rumoured to be able to combine with the Shoes of Moving Quickly.
This item has been sent to the Item's Vault.
