

Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloth ; tier 4
When wielded/worn:
Changes stats: +3 Mag / +3 Wil
Changes resistances: +13% all
Changes damage: +13% temporal / +9% arcane / +5% all
Maximum mana: +28.00
Spellpower: +18 (+5 eff.)
Spell 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.


Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 3
When wielded/worn:
Armour: +4
Fatigue: +4%
Changes stats: +7 Str / +4 Dex / +1 Mag / +8 Wil
Spell save: +6 (+2 eff.)
Mental save: +15 (+6 eff.)
Spellpower: +25 (+7 eff.)
Spell crit. chance: +2%
Light radius: +3
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +15% darkness
Talent mastery: +0.20 Corruption / Black-magic
Blindness immunity: +100%
Only die when reaching: -100.00 life
Infravision radius: +6
Shadow Power: +5
Grants spellpower equal to your Shadow Power.
"Lock your soul away, and death will never reach you."
This item has been sent to the Item's Vault.


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 resistances: +6% fire / +6% mind / +9% darkness
Changes resistances penetration: +15% fire
Changes damage: +30% temporal
Talent granted: +1 Command Staff
Poison immunity: +20%
Confusion immunity: +10%
Spellpower on spell critical (stacks up to 3 times): +11
Spellpower: +15 (+4 eff.)
Spell crit. chance: +5%
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.


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: 20.0 - 24.0
Uses stat: 150% Mag
Damage type: Darkness
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight
Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones
Talent granted: +1 Command Staff
Spellpower: +20 (+6 eff.)
Spell crit. chance: +15%
It seems willing and able to talk to you (use Command Staff).
A staff made out of the bones of fallen foes. Disgustingly powerful.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 3
Base power: 20.0 - 24.0
Uses stat: 80% Mag
Damage type: Physical
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +8 (+4 eff.)
Physical crit. chance: +6.0%
Physical power: +9 (+4 eff.)
Changes damage: +20% acid
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +7
Spellpower: +20 (+6 eff.)
Spell crit. chance: +6%
It can be used to conjure elemental energy in a radius 6 cone, dealing 37.90 to 45.48 acid 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:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 2
When wielded/worn:
Changes stats: +6 Mag
Changes resistances: +9% all
Changes damage: +15% arcane
Spellpower: +15 (+4 eff.)
Spell crit. chance: +15%
An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it.
It was made by Humans for Humans; only they can harness the true power of the robes.
This item has been sent to the Item's Vault.


Requires:
- Level 15
0.00 Encumbrance.
Type: gem / white ; tier 3
When wielded/worn:
Stun/Freeze immunity: +30%
When used to imbue an object:
Stun/Freeze immunity: +30%
Latent Damage Type: Cold
Gems can be sold for money or used in arcane rituals.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
[Unique]
Type: gem / multi-hued ; tier 3
When wielded/worn:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Casts lasers on spellcast when worn or imbued.
When used to imbue an object:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Latent Damage Type: Lightning
Talent on hit(spell): Eye Beam (10% chance level 2).
This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
Type: armor / cloak ; tier 3
When wielded/worn:
Physical crit. chance: +4.0%
Defense: +22 (+8 eff.)
Changes stats: +3 Mag / +3 Wil
Spell save: +10 (+3 eff.)
Maximum mana: +48.00
Maximum vim: +20.00
Spellpower: +10 (+2 eff.)
Spell crit. chance: +1%
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by psionic forces
0.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 3
When wielded/worn:
Defense: +4 (+1 eff.)
Fatigue: -10%
Changes stats: +3 Dex
Changes resistances: +5% physical
Talent mastery: +0.20 Psionic / Augmented mobility
Pinning immunity: +100%
Movement speed: +10%
It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: 5
Travel Speed: instantaneous
Is: a mind power
Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point.
These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.
This item has been sent to the Item's Vault.


Requires:
- Magic 44
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 5
Base power: 42.0 - 54.6
Uses stat: 90% Mag
Damage type: Physical
Mastery: Strength of Purpose
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+4 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 3.5
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.67 acid and 16.67 blight damage.
If not cleared after five turns it will inflict 94.63 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 69% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.
Black blood for foul deeds. This dagger serves evil.
This item has been sent to the Item's Vault.