

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
0.10 Encumbrance.
[Unique]
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned.
Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
Images inherit all of your life, resistance, armor, defense, and armor hardiness.
It can be used to inscribe your skin with the rune.
Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
This item has been sent to the Item's Vault.


Requires:
- Cunning 24
- Strength 24
Infused by arcane disrupting forces
3.00 Encumbrance.
[Unique]
Type: weapon / mace ; tier 3
It is part of a set of items.
It is said perseverance comes hand in hand with dedication.
Power: 138% Range: 1.4x
Uses stats: 20% Cun, 90% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +6
Crit. chance: +20.0%
Attack speed: 100%
Damage (radius 2) on crit: +50 manaburn arcane
When wielded/worn:
Changes resistances: +15% arcane / +20% blight
It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end.
The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by arcane disrupting forces
Infused by psionic forces
2.00 Encumbrance.
[Unique]
Type: charm / totem ; tier 2
When wielded/worn:
Changes stats: +8 Wil
Changes damage: +12% mind
Mindpower: +10 (+5 eff.)
It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower)
Activation costs 25 power out of 25/25.
During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city.
Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths.
This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
Crafted by a master
3.00 Encumbrance.
[Random Unique]
Type: ammo / arrow ; tier 5
Power: 179% Range: 1.4x
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +18
Crit. chance: +18.0%
Capacity: 23
On weapon crit:
* Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2
* Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +20 fire / +29 cold
Damage (radius 1) on hit: +12 fire
Damage (radius 2) on crit: +20 fire
Arrows are used with bows to pierce your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Magic 24
- Dexterity 24
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: weapon / dagger ; tier 3
It is part of a set of items.
Potentially it would go with a sword in the future.
Power: 129% Range: 1.3x
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+6 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+4 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%
Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by unknown forces
0.00 Encumbrance.
[Legendary]
Type: weird / tentacle ; tier 3
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con
Fully Charged!
Activating this item is instant.
It can be used to reduce the duration of all detrimental effects
Activation costs 10 power out of 10/10.
A tiny tentacle. It is rather cute and squishy.
Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.
This item has been sent to the Item's Vault.


Requires:
- Heavy armour training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +3
Defense: +2 (+2 eff.)
Changes stats: +4 Cun / +4 Wil
Changes resistances penetration: +10% nature
Changes damage: +10% nature
Spell save: +6 (+3 eff.)
Maximum life: +40.00
Mindpower: +6 (+3 eff.)
Mental crit. chance: +6%
When used to modify unarmed attacks:
Power: 117% Range: 1.4x
Uses stats: 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Armour Penetration: +8
Crit. chance: +6.0%
Attack speed: 83%
Damage (Melee): +12 silence
Can't be worn by those with arcane powers.
It can be used to destroy an arcane item (of a higher tier than the gauntlets)
Activation costs 1 power out of 150/150.
These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.
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
Power: 127% Range: 1.2x
Uses stat: 175% Mag
Damage type: Fire
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% blight / +20% fire
Spellpower: +27 (+7 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:
- Strength 40
Infused by nature
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 4
It must be held with both hands.
Power: 168% Range: 1.1x
Uses stats: 40% Dex, 90% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +7
Crit. chance: +14.0%
Attack speed: 125%
When this weapon hits: Lightning Breath (10% chance level 3).
When this weapon hits: Poison Breath (10% chance level 3).
When this weapon hits: Acid Breath (10% chance level 3).
On weapon hit:
* hit up to two adjacent enemies
When wielded/worn:
Changes damage: +12% acid / +12% nature / +12% lightning
This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 15
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: weapon / whip ; tier 3
Power: 119% Range: 1.1x
Uses stats: 20% Wil, 10% Cun, 70% Dex
Damage type: Mind
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +7
Crit. chance: +5.0%
Attack speed: 125%
On weapon crit:
* Try to fry your enemies brain (25% chance to brainlock)
When wielded/worn:
Mindpower: +10 (+5 eff.)
Mental crit. chance: +3%
It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4
Activation costs 10 power out of 10/10.
A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will.
This item has been sent to the Item's Vault.


Requires:
- Willpower 28
- Magic 20
Infused by nature
Infused by psionic forces
Powered by unknown forces
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Power: 115% Range: 1.1x
Uses stats: 40% Wil, 30% Mag
Damage type: Darkness
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +27
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 15% chance to cast Tendrils Eruption level 3 on your target
When wielded/worn:
Changes stats: +6 Wil / +6 Mag
Changes damage: +10% blight / +10% mind / +10% darkness
Spellpower: +12 (+4 eff.)
Spell crit. chance: +12%
Mindpower: +12 (+4 eff.)
Mental crit. chance: +12%
This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself.
This item has been sent to the Item's Vault.