

Requires:
- Magic 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Power: 149% Range: 1.4x
Uses stat: 100% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +10
Crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 87.59 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration.
Damage (Melee): +25 ice
When wielded/worn:
Damage when hit (Melee): 40 ice
Changes resistances: +25% cold
Changes damage: +20% cold
Ice block penetration: +35%
No Winter Storm Active
It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area
Activation costs 30 power out of 40/40.
The air seems to freeze around the blade of this sword, draining all heat from the area.
It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war.
This item has been sent to the Item's Vault.


Molten Skin (15 def, 12 armour)
Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Physical crit. chance: +8.0%
Armour: +12
Defense: +15 (+5 eff.)
Damage (Melee): 15 light / 30 fire
Damage (Ranged): 15 light / 30 fire
Damage when hit (Melee): 30 fire
Changes stats: +6 Cun / +6 Mag
Changes resistances: +20% fire / +12% light / -5% cold
Changes resistances penetration: +10% light / +15% fire
Changes damage: +20% fire / +5% light / +10% all
Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire
Critical mult.: +20.00%
Spellpower: +15 (+4 eff.)
Spell crit. chance: +10%
It can be used to activate talent Blastwave (costing 12 power out of 16/16) :
Effective talent level: 5.5
Power cost: 12 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 214.49 fire damage over 3 turns.
The damage will increase with your Spellpower.
This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +20% cold
Changes resistances penetration: +10% cold
Changes damage: +15% cold
Spellpower: +10 (+2 eff.)
Light radius: +5
It can be used to release a will o' the wisp that will explode against your foes for 385 cold damage (based on your Magic)
Activation costs 20 power out of 20/20.
This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 3
When wielded/worn:
Changes resistances penetration: +20% mind
Changes damage: +24% mind
Psi when hit: +0.36
Maximum psi: +40.00
It can be used to sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase all damage by 21% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
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: 198% Range: 1.6x
Uses stats: 140% Wil, 10% Mag
Damage type: Physical
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +18
Crit. chance: +20.0%
Attack speed: 100%
On weapon hit:
* Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking.
Lifesteal (this weapon only): +5%
When wielded/worn:
Changes stats: +10 Str / +8 Mag / +5 Con
Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath
Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn)
Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
It is part of a set of items.
Needs something equally stylish and cool to go with it.
When wielded/worn:
Defense: +1 (+0 eff.)
Changes stats: +8 Cun / +4 Wil
Changes resistances: +10% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Spellpower: +8 (+2 eff.)
Mindpower: +8 (+1 eff.)
Reduces paradox anomalies(equivalent to willpower): +5
It can be used to activate talent Wormhole (costing 15 power out of 15/15) :
Effective talent level: 2.5
Power cost: 15 out of 15/15.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.
This fez once belonged to a traveler; it always seems to be found lying around in odd locations.
Fezzes are cool.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +10 (+2 eff.)
Changes stats: +6 Mag / +6 Wil / +10 Lck
Changes resistances: +20% temporal
Changes resistances cap: +10% temporal
Changes damage: +10% temporal
Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination
Physical save: +20 (+5 eff.)
Spell save: +20 (+5 eff.)
Mental save: +20 (+6 eff.)
Confusion immunity: +40%
Spellpower: +8 (+2 eff.)
It can be used to activate talent See the Threads (costing 50 power out of 50/50) :
Effective talent level: 2.5
Power cost: 50 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.
Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
When wielded/worn:
Changes resistances: +15% mind
Changes resistances penetration: +10% mind / +15% cold
Changes damage: +24% lightning / +18% cold
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (297 total damage)
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase all damage by 19% for 2 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.


Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
[Random Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Damage when hit (Melee): 6 darkness / 2 lightning
Changes resistances: +3% lightning / +24% light / +22% darkness
Changes resistances penetration: +10% darkness
Changes damage: +3% lightning
Talent mastery: +0.14 Psionic / Focus
Blindness immunity: +51%
Amulets make your neck look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Infused by psionic forces
2.00 Encumbrance.
[Random Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce all saves and defense by 19
Changes stats: +5 Str / +5 Mag / +5 Wil
Changes resistances: +23% lightning / +6% cold / +9% all
Changes resistances penetration: +5% mind
Changes damage: +20% lightning / +11% physical / +3% mind / +8% cold
Mental save: +17 (+6 eff.)
Mindpower: +3 (+2 eff.)
Mental crit. chance: +3%
A cloth vestment. It offers no intrinsic protection but can be enchanted.
This item has been sent to the Item's Vault.


dragonbone magestaff 'Drothel' (160% power, 6 apr, fire element)
Requires:
- Magic 48
Powered by arcane forces
Infused by nature
Crafted by a master
5.00 Encumbrance.
[Random Unique]
Type: weapon / staff ; tier 5
Power: 161% Range: 1.2x
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: +14 (+3 eff.)
Physical crit. chance: +7.0%
Physical power: +9 (+1 eff.)
Defense: +14 (+4 eff.)
Changes damage: +9% blight / +30% fire
Talent granted: +1 Command Staff
Mana each turn: +0.20
Mana when firing critical spell: +2.00
Maximum vim: +20.00
Spellpower: +23 (+3 eff.)
Spell crit. chance: +16%
Light radius: +4
Damage Shield penetration: +20%
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 3.5
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 8 that illuminates the area and deals 108.28 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.


magewarrior's short dragonbone starstaff (160% power, 6 apr, physical element)
Requires:
- Magic 48
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 5
Power: 161% Range: 1.2x
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 (+3 eff.)
Physical crit. chance: +7.0%
Physical power: +9 (+1 eff.)
Changes damage: +30% physical
Talent granted: +1 Command Staff
Spellpower: +23 (+3 eff.)
Spell crit. chance: +8%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


The Calm (15 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+4 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+2 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.
This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
This item has been sent to the Item's Vault.


Emblem of Evasion
Requires:
- Level 25
Crafted by a master
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 4
When wielded/worn:
Ranged Defense: +20 (+5 eff.)
Changes stats: +12 Dex / +10 Cun / +8 Lck
Deflect projectiles away: +15%
Slows Projectiles: +30%
Activating this item is instant.
It can be used to activate talent Evasion (costing 30 power out of 30/30) :
Effective talent level: 5.5
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 59 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.
Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.
This item has been sent to the Item's Vault.


Aetherwalk (6 def, 0 armour)
Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: +1%
Changes stats: +8 Cun / +8 Mag
Changes resistances: +25% arcane
Changes damage: +25% arcane
Spellpower: +15 (+2 eff.)
Defense after a teleport: +20
Resist all after a teleport: +20%
New effects duration reduction after a teleport: +20%
Creates an arcane explosion dealing 156 arcane damage based on magic in a radius of 3 around the user after any teleport.
It can be used to phase door up to range 6, within radius 2 of the target location
Activation costs 24 power out of 24/24.
A wispy purple aura surrounds these translucent black boots.
This item has been sent to the Item's Vault.


Storm Bringer's Gauntlets (0 def, 5 armour)
Requires:
- Heavy armour training
Powered by arcane forces
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 3
When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+2 eff.)
Spell crit. chance: +5%
When used to modify unarmed attacks:
Power: 152% Range: 1.4x
Uses stats: 43% Wil, 83% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +10
Crit. chance: +4.0%
Attack speed: 83%
When this weapon hits: Chain Lightning (20% chance level 2).
When this weapon hits: Nova (15% chance level 1).
Damage (Melee): +20 lightning
Talent level: +1 to all lightning damage spells.
Talent on hit(spell): Lightning (10% chance level 1).
This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.
This item has been sent to the Item's Vault.


pair of dwarven-steel boots 'Chalolatharan' (0 def, 4 armour)
Requires:
- Heavy armour training
Powered by arcane forces
3.00 Encumbrance.
Type: armor / feet ; tier 3
When wielded/worn:
Armour: +4
Fatigue: +3%
Changes stats: +3 Mag
Changes damage: +21% arcane
Silence immunity: +35%
Confusion immunity: +38%
Stun/Freeze immunity: +34%
Spellpower on spell critical (stacks up to 3 times): +8
Spellpower: +20 (+2 eff.)
Spell crit. chance: +8%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
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.


Eremurin the Tempestwar (2 def, 0 armour)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: armor / head ; tier 3
When wielded/worn:
Defense: +2 (+1 eff.)
Changes resistances: +24% acid / +12% cold / +15% lightning
Changes resistances penetration: +25% lightning / +25% nature
Changes damage: +16% acid / +6% cold / +30% lightning
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.


Demonspawn the yew wand of lightning storm [power 320] (15 cooldown)
Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 3
When wielded/worn:
Effects on melee hit:
* 20% chance to reduce damage dealt by 37%
Changes stats: +3 Cun / +5 Wil
Changes resistances penetration: +15% darkness
Changes damage: +30% darkness
Equilibrium when hit: +0.20
Mental crit. chance: +4%
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 69 lightning damage and will be dazed for 1 turn (345 total damage)
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase the duration of 2 beneficial effects by 2.
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.


Shimmerfurnace the ash totem of healing [power 212] (15 cooldown)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
When wielded/worn:
Changes resistances penetration: +25% lightning / +15% light / +25% blight
Changes damage: +24% lightning
It can be used to heal yourself and all friendly characters within 10 spaces for 212
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase all damage by 10% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Accuracy: +20 (+4 eff.)
Physical crit. chance: +3.0%
Physical power: +25 (+4 eff.)
Armour: +10
Defense: +25 (+6 eff.)
Damage when hit (Melee): 10 light
Changes damage: +9% physical
Physical save: +18 (+3 eff.)
Mental save: +11 (+3 eff.)
Confusion immunity: +38%
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Physical power: +11 (+2 eff.)
Changes damage: +5% all
Life regen: +8.00
Maximum life: +62.00
Spellpower: +10 (+2 eff.)
Mindpower: +7 (+2 eff.)
Healing mod.: +13%
Rings make your fingers look great!
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: 200% Range: 1.5x
Uses stat: 129% Wil
Damage type: Physical
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 270.31 fire damage, and flames will be left dealing a further 63.30 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.