

Requires:
- Magic 20
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Base power: 16.0 - 19.2
Uses stat: 130% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
Damage conversion: 50% blight
When wielded/worn:
Changes resistances: +10% arcane / +10% blight
Changes damage: +18% arcane / +18% blight
Damage affinity(heal): +20% arcane
Spellpower: +14 (+3 eff.)
Spell crit. chance: +4%
It can be used to create 2 living shards of crystal to serve you for 10 turns
Activation costs 45 power out of 45/45.
This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 2
When wielded/worn:
Changes resistances: +5% physical
Changes damage: +5% physical
Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth
Spellpower: +6 (+2 eff.)
It can be used to activate talent Stone Wall (costing 60 power out of 60/60) :
Effective talent level: 1.0
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Entomb yourself in a wall of stone for 6 turns.
At level 4, it becomes targetable.
Any hostile creature caught in the radius will also suffer 125.53 physical damage.
Duration and damage will improve with your Spellpower.
This thick cloak is incredibly tough, yet bends and flows with ease.
This item has been sent to the Item's Vault.


Requires:
- Strength 60
Powered by arcane forces
12.00 Encumbrance.
[Unique]
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 96.0 - 144.0
Uses stat: 140% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +22
Crit. chance: +10.0%
Attack speed: 83%
On weapon hit:
* 50% chance to reduce strength, dexterity, and constitution by 39
* Blasts creatures in a radius 1 shockwave around your target for 92.00 to 276.00 physical damage (based on Strength).
Damage conversion: 20% blight
When wielded/worn:
Changes damage: +12% physical
Critical mult.: +40.00%
Knockback immunity: +30%
It can be used to knock away other creatures within radius 4), dealing 191.00 to 382.00 physical damage (based on Strength) to each
Activation costs 50 power out of 50/50.
The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy.
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 stats: 55% Mag, 35% Str
Damage type: Physical
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 (+2 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 31.91 acid and 40.15 blight damage.
If not cleared after five turns it will inflict 227.96 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.


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 (+2 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 (+3 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 222.28 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 35
Infused by psionic forces
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 5
When wielded/worn:
Fatigue: +5%
Changes resistances: +30% lightning
Stun/Freeze immunity: +30%
Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats.
The charges decay at a rate of 1 per turn. Max 10 charges.
A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it.
This item has been sent to the Item's Vault.


Requires:
- Cunning 25
Powered by arcane forces
4.00 Encumbrance.
[Unique]
Type: armor / head ; tier 3
When wielded/worn:
Defense: +13 (+4 eff.)
Fatigue: +4%
Changes stats: +6 Cun / +6 Wil
Changes resistances: +35% fire
Changes damage: +35% fire
It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) :
Effective talent level: 3.5
Power cost: 25 out of 50/50.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target.
Each meteor smashes everything within radius 2, dealing 42.92 fire and 42.92 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns.
The damage increases with your Spellpower.
This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.
This item has been sent to the Item's Vault.


Requires:
- Magic 35
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 80% Mag
Damage type: Gravity pin
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +8
Attack speed: 100%
When wielded/worn:
Changes resistances: +15% physical
Changes damage: +20% physical / +10% temporal
Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth
Spellpower: +25 (+7 eff.)
Spell crit. chance: +7%
It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) :
Effective talent level: 4.5
Power cost: 14 out of 14/14.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 129.49 physical (gravity) damage.
Each target moved beyond the first increases the damage by 16.19 (up to a maximum of 64.75 bonus damage).
Targets take reduced damage the further they are from the epicenter (20% less per tile).
The damage dealt will scale with your Spellpower.
Time and Space seem to warp and bend around the massive tip of this stave.
This item has been sent to the Item's Vault.


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 (+4 eff.)
Spell crit. chance: +5%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
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.


Requires:
- Massive armour training
- Constitution 150
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+10 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+14 eff.)
Spell save: +35 (+10 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+3 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.


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 (+3 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 (+2 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 119.91 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 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
When wielded/worn:
Defense: +15 (+3 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.