
Black Robe (6 def, 0 armour)Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
[Unique]
Type: armor / cloth ; tier 5
When wielded/worn:
Physical power: +10
Defense: +6
Changes stats: +5 Mag / +4 Wil / +3 Cun
Spell save: +25
Blindness immunity: +50%
Spellpower: +30
See invisible: +10
Talent on hit(spell): Blood Grasp (5% chance level 3).
Talent on hit(spell): Soul Rot (5% chance level 3).
Talent on hit(spell): Bone Spear (5% chance level 3).
A silk robe, darker than the darkest night sky, it radiates power.
This item has been sent to the Item's Vault.

Lost Staff of Archmage Tarelion (30-36 power, 4 apr, arcane damage)Requires:
- Magic 48
Powered by arcane forces
5.00 Encumbrance.
[Unique]
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 150% Mag
Damage type: Arcane
Mastery: Staff Mastery
Accuracy bonus: +4.0% procs dam / acc
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes stats: +8 Mag / +7 Wil
Changes damage: +30% arcane / +30% fire / +30% cold / +30% lightning
Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns)
Talent granted: +1 Command Staff
Silence immunity: +40%
Mana when firing critical spell: +12.00
Maximum mana: +40.00
Spellpower: +40
Spell crit. chance: +25%
Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast.
This item has been sent to the Item's Vault.

Spellhunt Remnants (6 def, 8 armour)Requires:
- Talent Armour Training
Infused by arcane disrupting forces
Crafted by a master
1.50 Encumbrance.
[Unique]
Type: armor / hands ; tier 5
When wielded/worn:
Armour: +8
Defense: +6 (+1 eff.)
Spell save: +15 (+3 eff.)
Mindpower: +12 (+2 eff.)
Mental crit. chance: +5%
Light radius: +1
When used to modify unarmed attacks:
Base power: 34.0 - 47.6
Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex
Damage type: Physical
Armour Penetration: +18
Physical crit. chance: +12.0%
Attack speed: 83%
When this weapon hits: Destroy Magic (100% chance level 5).
When this weapon hits: Mana Clash (15% chance level 3).
When this weapon hits: Aura of Silence (10% chance level 1).
On weapon hit:
* 50 arcane resource burn
Damage (Melee): +20 silence
It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 286.64 arcane damage and stunned), costing 50 power out of 150/150.
These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.
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 (+4 eff.)
Mental save: +18 (+6 eff.)
Pinning immunity: +100%
It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) :
Effective talent level: 4.0
Power cost: 5 out of 48/48.
Range: melee/personal
Travel Speed: instantaneous
Description: Release a powerful shout, doing 333.97 physical damage in a radius 7 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.

Blood-Edge (46-64.4 power, 7 apr)Requires:
- Magic 20
- Strength 32
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / longsword ; tier 5
Base power: 46.0 - 64.4
Uses stats: 10% Mag, 100% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +7
Physical crit. chance: +6.0%
Attack speed: 100%
On weapon hit:
* 15% chance to animate a bleeding foe's blood
Lifesteal (this weapon only): +5%
Damage conversion: 50% blight
When wielded/worn:
Changes damage: +15% blight / +15% physical
Grants telepathy: Undead/Blood
Maximum vim: +25.00
Spellpower: +21 (+2 eff.)
Spell crit. chance: +8%
It can be used to activate talent Bleeding Edge (costing 11 power out of 20/20) :
Effective talent level: 4.0
Power cost: 11 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Lashes at the target, doing 163% weapon damage.
If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%.
This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one.
Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living.
This item has been sent to the Item's Vault.

Borosk's Hate (60-96 power, 22 apr)Requires:
- Strength 35
Crafted by a master
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 5
It must be held with both hands.
Base power: 60.0 - 96.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +22
Physical crit. chance: +10.0%
Attack speed: 100%
On weapon hit:
* 25% chance to strike the target again.
When wielded/worn:
Changes stats: +10 Str / +5 Dex / +15 Con
Talent mastery: +0.20 Technique / Two-handed assault
This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.
This item has been sent to the Item's Vault.

Steamcatcher (12 def, 0 armour)Requires:
- Level 25
Powered by steamtech
2.00 Encumbrance.
[Unique]
Type: armor / head ; tier 4
When wielded/worn:
Defense: +12 (+3 eff.)
Changes stats: +10 Cun
Changes resistances: +15% fire
Changes damage: +10% physical
Steampower: +15 (+4 eff.)
Steam crit. chance: +5%
Steam each turn: +1.00
On taking fire damage: Gain 5% of the damage as steam.
There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam.
This item has been sent to the Item's Vault.
