
piercing dragonbone totem of healing [power 524] (15 cooldown)Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 5
It can be used to heal yourself and all friendly characters within 10 spaces for 524
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase all damage penetration by 22% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.

ethereal alchemist's lamp of the moonsRequires:
- Level 15
Powered by arcane forces
0.00 Encumbrance.
Type: lite / lite ; tier 3
When wielded/worn:
Changes stats: +5 Mag
Changes resistances: +8% light
Changes damage: +8% darkness
Damage affinity(heal): +5% darkness
Spellpower: +8 (+1 eff.)
Light radius: +6
Infravision radius: +3
It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown :
Effective talent level: 5.5
Power cost: 8 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Focuses the power of the Moon into a beam of shadows, doing 393.98 damage.
The damage dealt will increase with your Spellpower.
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.

Cinderfeet (3 def, 5 armour)Requires:
- Dexterity 10
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 4
When wielded/worn:
Armour: +5
Defense: +3 (+1 eff.)
Fatigue: +6%
Changes stats: +4 Cun
+4 Mag
Changes resistances: +20% cold
Changes damage: +18% fire
Light radius: +2
Each step you take leaves a burning trail behind you lasting 5 turns that deals 129 fire damage (based on Spellpower) to foes who enter it.
A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate.
This item has been sent to the Item's Vault.

Unbreakable Greaves (8 def, 20 armour)Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: armor / feet ; tier 5
When wielded/worn:
Physical power: +10 (+3 eff.)
Armour: +20
Armour Hardiness: +20%
Defense: +8 (+2 eff.)
Fatigue: +12%
Changes stats: +20 Str
-6 Dex
+10 Con
Changes resistances: +15% acid
+15% physical
Changes damage: +15% physical
Knockback immunity: +100%
These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows.
This item has been sent to the Item's Vault.

Corrupted Gaze (4 def, 8 armour)Requires:
- Heavy armour training
- Magic 16
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Accuracy: +10 (+3 eff.)
Armour: +8
Defense: +4 (+1 eff.)
Fatigue: +6%
Changes stats: +8 Mag
+4 Wil
+8 Cun
Changes resistances: +20% blight
Changes resistances penetration: +10% blight
Changes damage: +20% blight
Talent mastery: +0.30 Corruption
Vim
Disease immunity: +50%
See stealth: +12
See invisible: +12
Talent on hit(spell): Vimsense (10% chance level 3).
This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind.
This item has been sent to the Item's Vault.

Halerathad (5 def, 10 armour)Requires:
- Heavy armour training
- Strength 48
Crafted by a master
Infused by psionic forces
14.00 Encumbrance.
[Random Unique]
Type: armor / heavy ; tier 5
When wielded/worn:
Armour: +10
Defense: +5 (+1 eff.)
Fatigue: +12%
Changes stats: +16 Cun
+8 Wil
Changes resistances: +51% cold
Changes resistances penetration: +20% mind
Mental save: +10 (+3 eff.)
Maximum psi: +20.00
Mindpower: +15 (+5 eff.)
A suit of armour made of mail.
This item has been sent to the Item's Vault.

imbued dragonbone vilestaff (30-36 power, 6 apr, darkness element)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 damage: +30% darkness
Talent granted: +1 Command Staff
Spellpower: +15 (+2 eff.)
Spell crit. chance: +5%
Talent on hit(spell): Glacial Vapour (10% chance level 4).
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

Wintertide (39-55 power, 10 apr)Requires:
- Strength 35
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 39.0 - 54.6
Uses stat: 100% Str
Damage type: Physical
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 56.22 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.

The Black RingRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 3
When wielded/worn:
Talent mastery: +0.20 Corruption
Fearfire
Spell save: +7 (+2 eff.)
Shadow Power: +5
Grants spell-crit equal to half of your Shadow Power.
Talent on hit(spell): Darkfire (10% chance level 3).
"An innocuous bauble. Until you look through the hole."
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 (+2 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.

Garkul's TeethRequires:
- Level 35
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 5
It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Changes stats: +10 Str
+6 Con
Talent masteries: +0.10 Technique
Berserker's strength +0.10 Technique
Bloodthirst +0.10 Technique
Warcries +0.10 Technique
Two-handed assault
Physical save: +18 (+9 eff.)
Mental save: +18 (+6 eff.)
Pinning immunity: +100%
It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) :
Effective talent level: 5.5
Power cost: 10 out of 48/48.
Range: melee/personal
Travel Speed: instantaneous
Description: Release a powerful shout, doing 265.28 physical damage in a radius 8 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength.
Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.
This item has been sent to the Item's Vault.

Unflinching EyeRequires:
- Level 25
Powered by arcane forces
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 4
When wielded/worn:
Changes resistances: -25% light
Changes resistances cap: -25% light
Change telepathy range by : +10
Grants telepathy: Horror
Blindness immunity: +100%
Confusion immunity: +50%
Infravision radius: +3
Activating this item is instant.
It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) :
Effective talent level: 3.5
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.
Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.
This item has been sent to the Item's Vault.

Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 4
It is part of a set of items.
Oddly it never produces a hat.
When wielded/worn:
Armour: +3
Defense: +9 (+2 eff.)
Damage when hit (Melee): 20 physical
10 temporal
Changes stats: +5 Mag
+3 Wil
Changes resistances: +10% temporal
+10% physical
+13% all
Changes resistances penetration: +20% temporal / +20% physical
Changes damage: +20% temporal
+20% physical
Spellpower: +23 (+4 eff.)
It can be used to activate talent Temporal Reprieve (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: Transport yourself to a safe place for 1 turns.
Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.
This item has been sent to the Item's Vault.

ExilerRequires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Damage (Melee): 15 temporal
Changes resistances: +15% temporal
Changes damage: +15% temporal
+10% physical
Talent mastery: +0.20 Chronomancy
Timetravel
Talent cooldown: Time Skip (-1 turn)
Spellpower: +10 (+2 eff.)
Reduces paradox anomalies(equivalent to willpower): +10
Talent on hit(spell): Rethread (10% chance level 2).
It can be used to attempt to inflict 184.61 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s)
Activation costs 32 power out of 32/32.
The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone.
In the case of opponents who weren't alone, he had to improvise.
This item has been sent to the Item's Vault.

Eye of the Wyrm (16-18 power, 24 apr, physical damage)Requires:
- Willpower 45
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / mindstar ; tier 4
Base power: 16.0 - 17.6
Uses stats: 50% Wil, 20% Str, 10% Cun
Damage type: Physical
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Crit. chance: +2.5%
Attack speed: 100%
Damage conversion: 20% acid
20% physical
20% cold
20% fire
20% lightning
When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +10 (+3 eff.)
Changes resistances: +10% acid
+10% physical
+10% fire
+10% cold
+10% lightning
Changes damage: +12% lightning
+12% physical
+12% fire
+12% cold
+12% acid
Talent masteries: +0.30 Wild-gift
Venom drake aspect +0.30 Wild-gift
Cold drake aspect +0.30 Wild-gift
Fire drake aspect +0.30 Wild-gift
Storm drake aspect +0.30 Wild-gift
Sand drake aspect
Mindpower: +10 (+3 eff.)
Mental crit. chance: +5%
The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn.
It can be used to activate talent Lightning Breath (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
Is: a mind power and a nature gift
Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 84.93 to 254.79 lightning damage (169.86 average) and be stunned for 3 turns.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower.
Each point in storm drake talents also increases your lightning resistance by 1%.
A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something.
This item has been sent to the Item's Vault.

magewarrior's short dragonbone magestaff of invocation (30-36 power, 6 apr, arcane element)Requires:
- Magic 48
Powered by arcane forces
Crafted by a master
5.00 Encumbrance.
Type: weapon / staff ; tier 5
Base power: 30.0 - 36.0
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: +6 (+2 eff.)
Physical crit. chance: +8.0%
Physical power: +11 (+3 eff.)
Changes damage: +30% arcane
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +8
Spellpower: +31 (+5 eff.)
Spell crit. chance: +8%
It can be used to conjure elemental energy in a radius 10 cone, dealing 140.70 to 168.84 arcane 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.

Death's Embrace (18 def, 18 armour)Requires:
- Level 35
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 5
When wielded/worn:
Armour: +18
Armour Hardiness: +15%
Defense: +18 (+4 eff.)
Damage when hit (Melee): 15 darkness
15 cold
Changes stats: +5 Dex
+5 Mag
+5 Cun
Changes resistances: +30% temporal
+30% darkness
+30% cold
Changes damage: +20% darkness
+20% cold
Talent masteries: +0.10 Spell
Phantasm +0.10 Spell
Dreadmaster +0.10 Cunning
Stealth
Critical mult.: +20.00%
Stealth bonus: +10
Spellpower: +10 (+2 eff.)
It can be used to turn yourself invisible (power 51, based on Cunning and Magic) for 10 turns
Activation costs 50 power out of 50/50.
This deep black leather armor, wrapped with thick silk, is icy cold to the touch.
This item has been sent to the Item's Vault.

elven-silk wizard hat 'Isimilaith' (3 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Defense: +3 (+1 eff.)
Changes stats: +4 Str
+4 Dex
+3 Con
Changes resistances: +2% physical
+25% cold
Changes damage: +17% cold
Life regen: +4.70
Stamina each turn: +3.00
Infravision radius: +7
See stealth: +16
See invisible: +12
Damage Shield Power: +12%
Activating this item is instant.
It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown :
Effective talent level: 4.5
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 105% and attempts to push all creatures other than yourself out of its radius, inflicting 23.55 light damage and 29.44 darkness damage per turn as it does so. The circle lasts 7 turns.
The effects will increase with your Spellpower.
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.

Neira's MemoryRequires:
- Level 15
Powered by arcane forces
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 3
When wielded/worn:
Changes stats: +2 Cun
+5 Wil
Confusion immunity: +30%
Stun/Freeze immunity: +30%
Mana when firing critical spell: +3.00
It can be used to surround yourself with a magical shield (strength 472, based on Magic) for 10 turns
Activation costs 20 power out of 20/20.
Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira.
This item has been sent to the Item's Vault.

elven-silk wizard hat 'Xeth' (3 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Defense: +3 (+1 eff.)
Effects on melee hit:
* 20% chance to gain 10% of a turn (3/turn limit)
Damage when hit (Melee): 4 arcane
Changes stats: +8 Mag
+8 Con
Changes resistances: +9% temporal
Changes resistances penetration: +5% temporal
Changes damage: +14% physical
+15% darkness
+15% light
+12% arcane
+9% temporal
Infravision radius: +8
See stealth: +20
See invisible: +6
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
Activating this item is instant.
It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown :
Effective talent level: 4.5
Power cost: 40 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 111% and attempts to push all creatures other than yourself out of its radius, inflicting 24.78 light damage and 35.84 darkness damage per turn as it does so. The circle lasts 7 turns.
The effects will increase with your Spellpower.
A pointy cloth hat, very wizardly...
This item has been sent to the Item's Vault.

dragonbone starstaff (30-36 power, 6 apr, physical element)Requires:
- Magic 48
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 damage: +30% physical
Talent granted: +1 Command Staff
Spellpower: +15 (+2 eff.)
Spell crit. chance: +5%
Staves designed for wielders of magic, by the greats of the art.
This item has been sent to the Item's Vault.

MnemonicRequires:
- Level 35
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +8 Wil
Changes resistances: +25% mind
Talent mastery: +0.20 Psionic
Mentalism
Mental save: +20 (+5 eff.)
Confusion immunity: +40%
Psi each turn: +0.50
Mindpower: +12 (+4 eff.)
When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns.
Talent on hit(mindpower): Mental Refresh (10% chance level 1).
Activating this item is instant.
It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) :
Effective talent level: 3.5
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power
Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected.
As long as you wear this ring, you will never forget who you are.
This item has been sent to the Item's Vault.

Choker of DreadRequires:
- Level 15
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 3
When wielded/worn:
Physical power: +5 (+2 eff.)
Blindness immunity: +100%
Spellpower: +5 (+1 eff.)
See invisible: +10
It can be used to summon an elder vampire with Taunt to your side for 15 turns
Activation costs 60 power out of 60/60.
The evilness of undeath radiates from this amulet.
This item has been sent to the Item's Vault.

Sanguine Shield (0 def, 15 armour, 220 block)Requires:
- Shield usage training
- Strength 39
Crafted by a master
7.00 Encumbrance.
[Unique]
Type: armor / shield ; tier 4
Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +15
Fatigue: +19%
Damage when hit (Melee): 15 draining blight
Changes stats: +10 Con
Changes resistances: +25% blight
+10% light
Talent mastery: +0.30 Cursed
Bloodstained
Talent granted: +1 Block
Life regen: +5.00
Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.
This item has been sent to the Item's Vault.

steel torque of mindblast [power 180] (15 cooldown)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 2
It can be used to blast the opponent's mind dealing 202 mind damage and silencing them for 4 turns
Activation puts all charms on cooldown for 15 turns.
Torques are made by powerful psionics to store psionic powers.
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.

Fogsquall the voratun helm (0 def, 5 armour)Requires:
- Heavy armour training
Infused by nature
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: armor / head ; tier 5
When wielded/worn:
Physical crit. chance: +3.0%
Armour: +5
Fatigue: +5%
Effects on melee hit:
* 10% chance to reduce armor by 50%
Changes stats: +3 Wil
+4 Cun
+16 Lck
Changes resistances: +6% acid
+9% fire
+13% cold
Changes resistances penetration: +15% darkness / +25% mind
Changes damage: +6% acid
+9% darkness
Spell crit. chance: +3%
Mindpower: +5 (+2 eff.)
Mental crit. chance: +6%
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.

This item will automatically be transmogrified when you leave the level.Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)
Requires:
- Magic 24
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
It is part of a set of items.
A true understanding of the arcane is needed to release its full power.
Base power: 20.0 - 24.0
Uses stat: 150% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% arcane
Talent mastery: +0.20 Spell
Arcane
Talent cooldown: Manathrust (-1 turn)
Spellpower: +20 (+5 eff.)
It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) :
Effective talent level: 4.5
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed.
A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver.
It hums faintly, as if great power is locked within, yet alone it seems incomplete.
This item has been sent to the Item's Vault.
