This item will automatically be transmogrified when you leave the level. Type: scroll / infusion
heroism infusion (die at -399; dur 6; cd 26)
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 26
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to endure even the most grievous of wounds for 6 turns.
While Heroism is active, you will only die when reaching -399 life.
The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 798 life, 12 duration)
If your life is below 0 when this effect wears off it will be set to 1.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
Prismatic Rune (6 turns; physical, light, blight, cold, mind, fire)
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / runeWhen inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 4 blight, 5 cold, 5 mind, 5 fire
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.
Rune of Dissipation ( )
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / runeWhen inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.
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.
Rune of the Rift (514.00 temporal damage, removed from time 4 turns)
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / rune ; tier 3When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 514.00 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.
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 will automatically be transmogrified when you leave the level. Type: scroll / rune
manasurge rune of the warrior (regen 1373% over 10 turns; mana 69; cd 15)
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and usable during Aether Avatar
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1373% for 10 turns (0 total) and instantly restoring 69 mana.
Also when resting your mana will regenerate at 0.5 per turn.
Its effects scale with your Strength stat.
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.
shielding rune of the duelist (absorb 215; dur 4; cd 14) Type: scroll / rune
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns.
Its effects scale with your Dexterity stat.
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.
Sealed Scroll of Last Hope
0.10 Encumbrance.[Unique]
Type: scroll / scrollIt can be used to open the seal and read the message.Magical scrolls can have wildly different effects!
Taint of Purging (5 turns)
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / taint ; tier 3When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the taint to purge your body of physical afflictions for 5 turns.
Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1.
It can be used to inscribe your skin with the taint.Corrupted taints may be inscribed onto your body, granting you an on-demand ability.
Haramayon the Hellskill
Infused by nature
Crafted by a master
0.10 Encumbrance.[Random Unique]
Type: jewelry / amulet ; tier 2When wielded/worn:
Damage when hit (Melee): 4 fire
Changes stats: +4 Con
Changes resistances: +10% lightning
Changes damage: +9% fire
Talent mastery: +0.16 Cunning / Survival
Stun/Freeze immunity: +21%
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%Amulets make your neck look great!
Mirror Shards Activation costs 24 power out of 24/24.
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 3When wielded/worn:
Effects when hit in melee:
* 30% chance to blind
Changes resistances: +25% light
Changes damage: +12% light
Light radius: +1
It can be used to create a reflective shield (50% reflection rate, 182 strength, based on Magic) for 5 turns
Spellblaze Echoes Activation costs 60 power out of 60/60.
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 4When wielded/worn:
Armour: +6
Defense: +6 (+2 eff.)
Spellpower on spell critical (stacks up to 3 times): +15
Spellpower: +8 (+4 eff.)
Spell crit. chance: +6%
It can be used to unleash a destructive wail, destroying terrain and dealing 357.60 physical damage (based on Magic) in a radius of 3
The Far-Hand
Powered by unknown forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 3When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%
It can be used to activate talent Teleport (costing 36 power out of 36/36) :
Effective talent level: 4.0
Power cost: 36 out of 36/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (128).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 15).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.
Withering Orbs
Infused by psionic forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 1When wielded/worn:
Damage (Melee): 5 mind
Damage (Ranged): 5 mind
Mindpower: +5 (+1 eff.)
See stealth: +10
See invisible: +10
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...
Elenukhad the Growthenvy Type: jewelry / ring ; tier 2
Crafted by a master
0.10 Encumbrance.
Armour: +8
Effects on melee hit:
* 20% chance to reduce all saves and defense by 29
Changes stats: +4 Str
Changes resistances: +6% temporal
Changes resistances penetration: +10% mind / +20% nature
Changes damage: +15% nature / +15% mindRings make your fingers look great!
Inertial Twine
Crafted by a master
Infused by psionic forces
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 3When wielded/worn:
Armour: +5
Changes stats: +4 Str / +8 Wil
Changes resistances: +5% physical
Changes damage: +5% physical
Physical save: +12 (+4 eff.)
Knockback immunity: +100%This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body.
Ragiregochik the Furnacepower
Infused by nature
Crafted by a master
0.10 Encumbrance.[Random Unique]
Type: jewelry / ring ; tier 2When wielded/worn:
Changes resistances: +24% lightning / +24% cold / +3% acid / +3% fire
Changes damage: +12% lightning / +12% cold / +15% fire
Disarm immunity: +20%
Pinning immunity: +20%
Knockback immunity: +22%
Maximum life: +24.00Rings make your fingers look great!
Ring of Growth
Infused by nature
Crafted by a master
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 2When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +8% nature / +8% physical
Physical save: +8 (+3 eff.)
Life regen: +3.00
Healing mod.: +20%This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crafted by Base power: 68.0 - 102.0
Requires:
- Strength 50
3.00 Encumbrance.[Unique]
Type: weapon / battleaxe ; tier 4
It must be held with both hands.
Uses stat: 130% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +10.0%
Attack speed: 100%
When wielded/worn:
Armour: +6
Defense: +6 (+2 eff.)
Changes stats: +2 Dex / +2 Con
Changes damage: +10% physical
Stun/Freeze immunity: +30%
Knockback immunity: +30%Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however.
Poltergeist's Stormfront (30-45 power, 15 apr) Infused by Base power: 30.0 - 45.0
Requires:
- Strength 16
3.00 Encumbrance.[Unique]
Type: weapon / battleaxe ; tier 2
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +15
Crit. chance: +5.0%
Attack speed: 100%
On weapon crit:
* inflicts either shocked or wet, chosen at random
Damage (Melee): +15 lightning / +15 cold
When wielded/worn:
Defense: +4 (+1 eff.)
Changes damage: +12% lightning / +12% cold
Physical save: +4 (+1 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+2 eff.)The blade glows faintly blue, and reflects a sky full of stormy clouds.
Dagger of the Past (25-32 power, 20 apr) Powered by
Requires:
- Magic 24
- Dexterity 24
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 3It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
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 (+3 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+3 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.
Moon (10-13 power, 0 apr) Powered by
Requires:
- Cunning 24
- Dexterity 24
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 3It is part of a set of items.
The moon shines alone in a starless sky.
Base power: 10.0 - 13.0
Uses stats: 20% Str, 20% Dex
Damage type: Darkness
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 125%
On weapon hit:
* Deal 70 Darkness damage.
When wielded/worn:
Light radius: -1A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades.
Poltergeist's Silent Blade (25-32 power, 10 apr) Crafted by Base power: 25.0 - 32.5
Requires:
- Cunning 25
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 2
Uses stats: 35% Str, 65% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +8.0%
Attack speed: 100%
On weapon kill:
* Enter stealth for 3 turns.
When used from stealth a simple attack with it will not break stealth.
Damage (Melee): +10 silence
When wielded/worn:
Accuracy: +10 (+5 eff.)
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%A thin, dark dagger that seems to meld seamlessly into the shadows.
Spellblaze Shard (20-26 power, 10 apr) Powered by Base power: 20.0 - 26.0
Requires:
- Dexterity 17
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 2
Uses stats: 50% Str, 50% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +12.0%
Attack speed: 100%
Lifesteal (this weapon only): +6%
Damage (Melee): +20 blight / +20 fire
When wielded/worn:
Changes stats: +5 Mag
Changes resistances: +10% blight / +10% fire
Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.
Star (10-13 power, 0 apr) Powered by
Requires:
- Cunning 24
- Dexterity 24
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 3It is part of a set of items.
The star shines alone in a moonless sky.
Base power: 10.0 - 13.0
Uses stats: 20% Str, 20% Dex
Damage type: Light
Accuracy bonus: +0.2% crit chance (max 25%)
Attack speed: 125%
On weapon hit:
* Deal 70 Light damage.
When wielded/worn:
Light radius: +1Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.
Swordbreaker (25-32 power, 20 apr) Crafted by Base power: 25.0 - 32.5
Requires:
- Cunning 10
- Dexterity 10
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 3
Uses stats: 50% Cun, 50% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 111%
On weapon crit:
* Breaks enemy weapon.
When wielded/worn:
Armour Hardiness: +20%
Defense: +15 (+5 eff.)
Changes stats: +8 Cun / +8 Dex
Talent granted: +1 Dagger Block
Physical save: +15 (+5 eff.)
Disarm immunity: +50%
Can block like a shield, potentially disarming the enemy.This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.
Unerring Scalpel (15-20 power, 25 apr) Powered by Base power: 15.0 - 19.5
Requires:
- Cunning 16
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 1
Uses stats: 45% Str, 55% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Attack speed: 100%
Damage Shield penetration (this weapon only): +50%
When wielded/worn:
Accuracy: +20 (+8 eff.)
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.Unerring Scalpel (15-20 power, 25 apr)
This item will automatically be transmogrified when you leave the level. Infused by Type: weapon / dagger ; tier 4 Base power: 42.5 - 55.2
caustic stralite dagger of massacre (42-55 power, 9 apr)
Requires:
- Dexterity 35
Crafted by a master
1.00 Encumbrance.
Uses stats: 50% Str, 50% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +8.0%
Attack speed: 100%
Damage (radius 2) on crit: +17 acid / +5 nature
When wielded/worn:
Armour penetration: +10
Changes resistances penetration: +14% acid / +6% natureSharp, short and deadly.
Spellcrusher (32-48 power, 4 apr) Infused by Base power: 32.0 - 48.0
Requires:
- Strength 20
Infused by arcane disrupting forces
5.00 Encumbrance.[Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +4.0%
Attack speed: 100%
On weapon hit:
* 50% chance to shatter magical shields
Damage (Melee): +20 nature
When wielded/worn:
Changes stats: +6 Con
Changes damage: +25% nature
Spell save: +15 (+5 eff.)This large steel greatmaul has thick vines wrapped around the handle.
Colaryem (48-77 power, 12 apr) Powered by Base power: 48.0 - 76.8
Requires:
- Strength 10
3.00 Encumbrance.[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Uses stat: 130% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 50%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
Anmalice (47-66 power, 20 apr) Infused by Base power: 47.0 - 65.8
Requires:
- Willpower 20
- Strength 32
Powered by unknown forces
3.00 Encumbrance.[Unique]
Type: weapon / longsword ; tier 4
Uses stats: 10% Wil, 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +20
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* torments the target with many mental effects
On weapon kill:
* reduces mental save penalty
When wielded/worn:
Changes damage: +8% mind
Mental save: -30 (-10 eff.)
Mindpower: +9 (+3 eff.)The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand.
Elyrama the Loamlore (27-38 power, 4 apr) Powered by Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8
Requires:
- Strength 24
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +1.5%
Attack speed: 100%
On weapon hit:
* 25% chance for lightning to strike from the target to a second target dealing 47 damage
When wielded/worn:
Damage when hit (Melee): 2 nature
Changes resistances: +3% nature
Changes resistances penetration: +5% nature
Changes damage: +9% nature / +9% fire
Light radius: +3Blunt and deadly.
Manoyasin the Chillgrinder (37-52 power, 5 apr) Powered by Base power: 37.0 - 51.8
Requires:
- Strength 35
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.[Random Unique]
Type: weapon / mace ; tier 4
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Crit. chance: +2.5%
Attack speed: 100%
On weapon hit:
* 17% chance to reduce all saves and defense by 29
* Create an explosion dealing 47 lightning damage (1/turn)
Damage (Melee): +15 mind
When wielded/worn:
Accuracy: +15 (+7 eff.)
Armour penetration: +10
Changes stats: +4 Cun / +3 Wil
Changes resistances: +5% arcane / +9% cold
Changes resistances penetration: +16% lightning / +9% physical / +10% arcane / +10% cold
Changes damage: +16% lightning / +3% cold / +6% arcaneBlunt and deadly.
steel mace 'Halobers' (16-23 power, 3 apr) Infused by Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1
Requires:
- Strength 16
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +1.0%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 6 arcane
Changes stats: +4 Str / +4 Dex / +5 Mag / +6 Wil / +5 Cun / +5 Con
Changes resistances penetration: +10% arcane
Critical mult.: +15.00%
Vim when firing critical spell: +2.00
Only die when reaching: -20.00 life
Maximum vim: +10.00Blunt and deadly.
Eye of Summer (8-9 power, 18 apr, fire damage) Infused by
Requires:
- Willpower 18
3.00 Encumbrance.[Unique]
Type: weapon / mindstar ; tier 2It is part of a set of items.
Nature requires balance in these matters.
Base power: 8.0 - 8.8
Uses stats: 50% Wil, 30% Cun
Damage type: Fire
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +18
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes resistances: -10% cold
Changes resistances penetration: +10% fire
Changes damage: +10% fire
Mindpower: +8 (+2 eff.)
Mental crit. chance: +4%
Global speed: +5%
Talent on hit(mindpower): Flame Fury (10% chance level 2).This mindstar glows with a bright warm light, but seems somehow incomplete.
Psionic Fury (12-13 power, 25 apr, mind damage) Infused by Base power: 12.0 - 13.2 Activation costs 40 power out of 40/40.
Requires:
- Willpower 24
Infused by psionic forces
3.00 Encumbrance.[Unique]
Type: weapon / mindstar ; tier 3
Uses stats: 50% Wil, 30% Cun
Damage type:
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +25
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Cun / +3 Wil
Changes resistances: +10% mind
Changes damage: +15% mind / +5% physical
Mindpower: +10 (+3 eff.)
Mental crit. chance: +8%
It can be used to release a wave of psionic power, dealing 213.80 mind damage (based on Willpower) to all within radius 5
Serpent's Glare (7-8 power, 15 apr, nature damage) Infused by Base power: 7.0 - 7.7
Requires:
- Willpower 12
3.00 Encumbrance.[Unique]
Type: weapon / mindstar ; tier 1
Uses stats: 50% Wil, 30% Cun
Damage type:
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +15
Crit. chance: +7.0%
Attack speed: 100%
Damage conversion: 30% poison
When wielded/worn:
Changes resistances: +10% nature
Changes damage: +10% nature
Poison immunity: +50%
Mindpower: +4 (+1 eff.)
Mental crit. chance: +2%
It can be used to activate talent Spit Poison (costing 8 power out of 8/8) :
Effective talent level: 2.0
Power cost: 8 out of 8/8.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spit poison at your target, doing 198.89 poison damage over six turns.
The damage will increase with your Strength or Dexterity (whichever is higher).A thick venom drips from this mindstar.
Eclipse (18-22 power, 4 apr, physical element) Powered by Base power: 18.0 - 21.6
Requires:
- Magic 32
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 2
It must be held with both hands.
Uses stat: 110% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal
Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn)
Talent granted: +1 Command Staff
P.Energy each turn: +0.10
N.Energy each turn: +0.10
Spellpower: +12 (+6 eff.)
Spell crit. chance: +8%This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light.
Gravitational Staff (30-36 power, 8 apr, physical element) Powered by Base power: 30.0 - 36.0
Requires:
- Magic 35
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Uses stat: 80% Mag
Damage type:
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 (+12 eff.)
Spell crit. chance: +7%
It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) :
Effective talent level: 3.0
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 80.72 physical (gravity) damage.
Each target moved beyond the first increases the damage by 10.09 (up to a maximum of 40.36 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.
Staff of Destruction (20-24 power, 4 apr, fire element) Powered by Base power: 20.0 - 24.0
Requires:
- Magic 24
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Uses stat: 100% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+5 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).This unique-looking staff is carved with runes of destruction.
Raventaint the voratun waraxe (40-57 power, 6 apr) Powered by Base power: 40.5 - 56.7
Requires:
- Strength 48
Infused by nature
3.00 Encumbrance.[Random Unique]
Type: weapon / waraxe ; tier 5
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +6
Crit. chance: +7.0%
Attack speed: 100%
On weapon hit:
* 25% chance for lightning to strike from the target to a second target dealing 47 damage
Damage (Melee): +19 temporal
Damage (radius 1) on hit: +8 darkness
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce damage dealt by 24%
Changes stats: +11 Str / +9 Dex / +12 Mag / +12 Wil / +10 Cun / +10 Con
Changes resistances: +6% cold / +17% temporal
Spell save: +3 (+1 eff.)
Stun/Freeze immunity: +20%
Healing mod.: +10%One-handed war axes.
Scorchgrinder Type: armor / belt ; tier 3
Powered by arcane forces
1.00 Encumbrance.
Changes stats: +7 Dex / +7 Mag / +7 Wil / +3 Cun
Changes resistances penetration: +25% fire
Changes damage: +15% fire
Spell crit. chance: +5%
See invisible: +15A belt that goes around your waist.Scorchgrinder
Robe of Force (12 def, 8 armour) Activation costs 10 power out of 10/10.
Infused by psionic forces
2.00 Encumbrance.[Unique]
Type: armor / cloth ; tier 2When wielded/worn:
Armour: +8
Defense: +12 (+4 eff.)
Changes stats: +3 Cun / +4 Wil
Changes resistances: +15% acid / +12% physical / +9% all
Changes resistances penetration: +10% mind / +10% physical
Changes damage: +5% mind / +5% physical
Physical save: +10 (+3 eff.)
Mindpower: +8 (+2 eff.)
Mental crit. chance: +4%
It can be used to send out a range 5 beam of kinetic energy, dealing 55.68 to 69.60 physical damage (based on Willpower and Cunning) with knockback
Silk Current (12 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: armor / cloth ; tier 1When wielded/worn:
Defense: +12 (+4 eff.)
Damage when hit (Melee): 10 cold
Changes resistances: +7% all / +15% cold
Changes resistances penetration: +8% cold
Changes damage: +10% cold
Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice
Spellpower: +5 (+2 eff.)
Movement speed: +15%
Talent on hit(spell): Water Jet (5% chance level 1).This deep blue robe flows and ripples as if pushed by an invisible tide.
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: armor / cloth ; tier 4It is part of a set of items.
Oddly it never produces a hat.
When wielded/worn:
Armour: +3
Defense: +9 (+3 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 (+11 eff.)
It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) :
Effective talent level: 1.0
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.
pair of hardened leather boots 'Blizzardwill' (0 def, 3 armour) Type: armor / feet ; tier 3
Crafted by a master
2.00 Encumbrance.
Armour: +3
Fatigue: -6%
Effects on melee hit:
* 20 arcane resource burn
Changes resistances: +18% cold / +5% arcane / +3% light
Changes damage: +3% cold
Maximum encumbrance: +27
Physical save: +8 (+3 eff.)A pair of boots made of leather.
Snow Giant Wraps (0 def, 2 armour)
Infused by nature
1.00 Encumbrance.[Unique]
Type: armor / hands ; tier 3It is part of a set of items.
This would be great with a mighty matching belt.
When wielded/worn:
Armour: +2
Changes stats: +4 Str
Changes resistances: +10% lightning / +10% cold
Knockback immunity: +50%
Maximum life: +60.00
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) :
Effective talent level: 2.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Throw a huge boulder, dealing 148.56 physical damage and knocking targets back 5 tiles within radius 1.
The damage will increase with your Strength.Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.
Spellhunt Remnants (1 def, 2 armour) Infused by Activation costs 1 power out of 150/150.
Requires:
- Heavy armour training
Crafted by a master
1.50 Encumbrance.[Unique]
Type: armor / hands ; tier 1When wielded/worn:
Armour: +2
Defense: +1 (+0 eff.)
Changes stats: +2 Cun / +2 Wil
Changes resistances penetration: +5% nature
Changes damage: +5% nature
Spell save: +4 (+1 eff.)
Maximum life: +20.00
Mindpower: +4 (+1 eff.)
Mental crit. chance: +3%
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
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)
Decayed Visage (0 def, 0 armour) Powered by
Requires:
- Magic 25
- Willpower 20
Crafted by a master
1.00 Encumbrance.[Unique]
Type: armor / head ; tier 3When wielded/worn:
Effects on melee hit:
* 20% chance to reduce damage dealt by 24%
Damage when hit (Melee): 10 vim draining blight
Changes stats: +5 Str / +5 Mag / +8 Wil
Changes resistances penetration: +5% physical
Changes damage: +12% blight / +13% arcane
Mental save: +7 (+3 eff.)
Silence immunity: +20%
Maximum vim: +25.00
Spell crit. chance: +2%
Light radius: +2
It can be used to activate talent Vimsense (costing 25 power out of 45/45) :
Effective talent level: 2.0
Power cost: 25 out of 45/45.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10.
The evil touch will reduce their blight resistance by 7% and all saves by 12, but also make them aware of you.
The resistance and save reduction will improve with your Spellpower.A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.
Steel Helm of Garkul (0 def, 6 armour) Infused by
Requires:
- Heavy armour training
- Strength 16
3.00 Encumbrance.[Unique]
Type: armor / head ; tier 2It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+4 eff.)
Spell save: +12 (+4 eff.)
Mental save: +12 (+4 eff.)A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
Un'fezan's Cap (1 def, 0 armour)
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.[Unique]
Type: armor / head ; tier 3It is part of a set of items.
Needs something equally stylish and cool to go with it.
When wielded/worn:
Defense: +1 (+0 eff.)
Changes stats: +8 Cun / +4 Wil
Changes resistances: +10% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Spellpower: +8 (+4 eff.)
Mindpower: +8 (+2 eff.)
Reduces paradox anomalies(equivalent to willpower): +5
It can be used to activate talent Wormhole (costing 15 power out of 15/15) :
Effective talent level: 1.0
Power cost: 15 out of 15/15.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.This fez once belonged to a traveler; it always seems to be found lying around in odd locations.
Fezzes are cool.
Nature's Blessing (8 def, 6 armour) Infused by
Requires:
- Strength 20
Infused by arcane disrupting forces
9.00 Encumbrance.[Unique]
Type: armor / light ; tier 2When wielded/worn:
Armour: +6
Defense: +8 (+2 eff.)
Ranged Defense: +4 (+1 eff.)
Fatigue: +8%
Changes stats: +3 Wil / +4 Con
Changes resistances: +20% nature / +25% arcane
Talent mastery: +0.20 Wild-gift / Antimagic
Spell save: +18 (+6 eff.)
Stun/Freeze immunity: +25%
Life regen: +1.00
Healing mod.: +20%Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic.
reinforced leather armour 'Siloma' (12 def, 7 armour) Powered by
Requires:
- Strength 18
Crafted by a master
9.00 Encumbrance.[Random Unique]
Type: armor / light ; tier 4When wielded/worn:
Physical crit. chance: +5.0%
Physical power: +21 (+7 eff.)
Armour: +7
Defense: +12 (+4 eff.)
Fatigue: +8%
Damage when hit (Melee): 2 temporal
Changes stats: +7 Str / +11 Mag / +10 Wil / +2 Cun
Changes resistances: +33% lightning / +6% temporal / +14% light / +13% darkness
Spellpower: +22 (+11 eff.)
Spell crit. chance: +8%
Mindpower: +16 (+5 eff.)
Mental crit. chance: +7%
Infravision radius: +2A suit of armour made of leather.
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) Crafted by
Requires:
- Shield usage training
- Strength 39
7.00 Encumbrance.[Unique]
Type: armor / shield ; tier 4When used to attack (with talents):
Base power: 40.0 - 48.0
Uses stat: 120% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +9.0%
Block value: +220
Lifesteal (this weapon only): +8%
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: +5.00Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.
This item will automatically be transmogrified when you leave the level. Infused by Type: armor / shield ; tier 4
living stralite shield of lightning resistance (+17%) (0 def, 8 armour, 48-57 power, 142 block)
Requires:
- Shield usage training
- Strength 35
Crafted by a master
7.00 Encumbrance.
Base power: 47.5 - 57.0
Uses stat: 100% Str
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +142
Damage (Melee): +16 nature
When wielded/worn:
Armour: +8
Fatigue: +8%
Changes resistances: +17% blight / +16% nature / +22% lightning
Talent granted: +1 Block
Maximum life: +37.00Handheld deflection devices.
9 agate Type: gem / black ; tier 1
0.00 Encumbrance.
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
When used to imbue an object:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
Latent Damage Type: AcidGems can be sold for money or used in arcane rituals.
367 alchemist agate Type: alchemist-gem / black ; tier 1
0.00 Encumbrance.
Bomb damage +5%Gems can be sold for money or used in arcane rituals.
16 onyx Type: gem / black ; tier 3
0.00 Encumbrance.
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con
When used to imbue an object:
Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con
Latent Damage Type: AcidGems can be sold for money or used in arcane rituals.
10 aquamarine Type: gem / blue ; tier 2
0.00 Encumbrance.
Armour: +2
Changes resistances: +2% all
When used to imbue an object:
Armour: +2
Changes resistances: +2% all
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
10 lapis lazuli Type: gem / blue ; tier 3
0.00 Encumbrance.
Defense: +6 (+2 eff.)
Physical save: +6 (+2 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+2 eff.)
When used to imbue an object:
Defense: +6 (+2 eff.)
Physical save: +6 (+2 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
14 opal Type: gem / blue ; tier 2
0.00 Encumbrance.
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
When used to imbue an object:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
4 sapphire Type: gem / blue ; tier 4
0.00 Encumbrance.
Defense: +8 (+2 eff.)
Physical save: +8 (+3 eff.)
Spell save: +8 (+2 eff.)
Mental save: +8 (+3 eff.)
When used to imbue an object:
Defense: +8 (+2 eff.)
Physical save: +8 (+3 eff.)
Spell save: +8 (+2 eff.)
Mental save: +8 (+3 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
12 topaz Type: gem / blue ; tier 2
0.00 Encumbrance.
Defense: +4 (+1 eff.)
Physical save: +4 (+1 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+2 eff.)
When used to imbue an object:
Defense: +4 (+1 eff.)
Physical save: +4 (+1 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
dream-smith's dwarven-steel pickaxe (dig speed 16 turns) Type: tool / digger ; tier 3
Infused by psionic forces
3.00 Encumbrance.
Changes stats: +2 Str
Changes damage: +9% mind / +8% fire
Mental save: +7 (+3 eff.)
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
Mummified Egg-sac of Ungolë Activation costs 80 power out of 42/100.
Infused by nature
2.00 Encumbrance.[Unique]
Type: misc / eggWhen carried:
Light radius: -2
It can be used to summon up to 2 spiders
8 emerald Type: gem / green ; tier 3
0.00 Encumbrance.
Armour: +3
Changes resistances: +3% all
When used to imbue an object:
Armour: +3
Changes resistances: +3% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
3 jade Type: gem / green ; tier 4
0.00 Encumbrance.
Armour: +4
Changes resistances: +4% all
When used to imbue an object:
Armour: +4
Changes resistances: +4% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
14 spinel Type: gem / green ; tier 1
0.00 Encumbrance.
Defense: +2 (+0 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+0 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+0 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+0 eff.)
Mental save: +2 (+1 eff.)
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Searrain
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.[Random Unique]
Type: lite / lite ; tier 3When wielded/worn:
Damage when hit (Melee): 23 fire
Changes resistances: +8% blight / +7% fire / +8% darkness / +3% mind
Changes resistances penetration: +15% fire
Changes damage: +18% mind
Spellpower: +4 (+2 eff.)
Spell crit. chance: +4%
Light radius: +8
Infravision radius: +4
See invisible: +7
The wearer is treated as an undead.
The wearer no longer has to breathe.
It can be used to activate talent Retch, placing all other charms into a 30 cooldown :
Effective talent level: 1.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 31 blight damage or heals 39 life.
Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.A normal brass lantern, enhanced by alchemy to make it brighter.
Summertide Phial Activation costs 10 power out of 15/15.
Infused by nature
1.00 Encumbrance.[Unique]
Type: lite / lite ; tier 1When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(143 power, based on Willpower)
Wintertide Phial Activation costs 40 power out of 60/60.
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: lite / lite ; tier 2When wielded/worn:
Light radius: +2
Infravision radius: +7
It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects
Eye of the Dreaming One
Infused by psionic forces
2.00 Encumbrance.[Unique]
Type: tool / misc ; tier 1When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+4 eff.)
Mindpower: +5 (+1 eff.)
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.
It can be used to activate talent Sleep (costing 20 power out of 25/25) :
Effective talent level: 3.0
Power cost: 20 out of 25/25.
Range: 7
Travel Speed: instantaneous
Is: a mind power
Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.This ethereal eye stares eternally, as if seeing things that do not truly exist.
Orb of Many Ways Activation costs 10 power out of 30/30.
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbIt can be used to activate a portal
If used near a portal it could probably activate it.
Scrying Orb
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:This orb will automatically identify items you find.
6 garnet Type: gem / red ; tier 3
0.00 Encumbrance.
Physical crit. chance: +3.0%
Changes damage: +6% all
Spell crit. chance: +3%
Mental crit. chance: +3%
When used to imbue an object:
Physical crit. chance: +3.0%
Changes damage: +6% all
Spell crit. chance: +3%
Mental crit. chance: +3%
Latent Damage Type: FireGems can be sold for money or used in arcane rituals.
5 ruby Type: gem / red ; tier 4
0.00 Encumbrance.
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con
When used to imbue an object:
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con
Latent Damage Type: FireGems can be sold for money or used in arcane rituals.
Rod of Recall (1/1) Activation costs 202 power out of 400/400.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: charm / rodIt can be used to recall the user to the worldmap after 40 turns
You have heard of such items before. They are very useful to adventurers, allowing faster travel.
Transmogrification Chest Activation costs 0 power out of 1000/1000. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: chest / sher'tulWhen carried:
It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.
Telekinetic Core
Infused by psionic forces
2.00 Encumbrance.[Unique]
Type: charm / torque ; tier 2When wielded/worn:
Physical power: +3 (+1 eff.)
Changes stats: +5 Wil
Changes resistances: +5% physical
Changes damage: +6% physical
Physical save: +12 (+4 eff.)
Mindpower: +3 (+1 eff.)
It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) :
Effective talent level: 3.0
Power cost: 18 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Pull all foes toward you in radius 5 while dealing 74 physical damage.
The damage will increase with your mindpower.This heavy torque appears to draw nearby matter towards it.
Brightbloom [power 260] (25 cooldown) Type: charm / totem ; tier 3 (Tentacle Stats) Activation puts all charms on cooldown for 25 turns.
Infused by nature
2.00 Encumbrance.
Changes resistances: +12% light
Changes resistances penetration: +15% mind
Changes damage: +6% light / +12% mind
Mental crit. chance: +8%
It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them.
Life: 613
Base Damage: 290
Armor: 30
All Resist: 25
When used:
* Cleanse 3 total effects of type disease, wound, or poison.
Natural totems are made by powerful wilders to store nature power.
Honeywood Chalice
Infused by nature
2.00 Encumbrance.[Unique]
Type: charm / totem ; tier 4When wielded/worn:
Changes stats: +5 Str
Changes resistances: +10% nature
Changes damage: +5% physical
Talent granted: +1 Battle Trance
Physical save: +10 (+3 eff.)
Life regen: +0.15
Healing mod.: +10%This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.
Velutira [power 314] (15 cooldown) Activation puts all charms on cooldown for 15 turns.
Infused by nature
2.00 Encumbrance.[Random Unique]
Type: charm / totem ; tier 3When wielded/worn:
Changes stats: +6 Wil
Critical mult.: +5.00%
Mental save: +6 (+2 eff.)
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%
It can be used to sting an enemy dealing 502 nature damage over 7 turns and reducing their healing by 50%
When used:
* Gain a 20% chance to evade weapon attacks for 2 turns.
* Reduce 3 talent cooldowns by 2.
Natural totems are made by powerful wilders to store nature power.
9 amethyst Type: gem / violet ; tier 2
0.00 Encumbrance.
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
When used to imbue an object:
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
Latent Damage Type: ArcaneGems can be sold for money or used in arcane rituals.
Glyssra [power 260] (15 cooldown) Type: charm / wand ; tier 3 Activation puts all charms on cooldown for 15 turns.
Powered by arcane forces
2.00 Encumbrance.
Damage when hit (Melee): 2 mind
Changes stats: +2 Cun / +1 Wil
Critical mult.: +15.00%
Mental save: +3 (+1 eff.)
Equilibrium when hit: +0.08
Mental crit. chance: +2%
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 62 lightning damage and will be dazed for 1 turn (312 total damage)
Lightbringer's Wand Activation costs 35 power out of 35/35.
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: charm / wand ; tier 3When wielded/worn:
Damage when hit (Melee): 18 light
Changes resistances: +12% darkness / +12% light
Changes damage: +10% light
Spell save: +15 (+5 eff.)
Light radius: +2
It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 50 light damage (based on your Magic and Strength) to your foes within radius 5 each turn
Burning Star Activation costs 30 power out of 30/30.
Powered by arcane forces
1.00 Encumbrance.[Unique]
Type: gem / white ; tier 3When carried:
Light radius: +1
Latent Damage Type: Light
It can be used to map surroundings within range 20
This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.
9 quartz Type: gem / white ; tier 3
0.00 Encumbrance.
Stun/Freeze immunity: +30%
When used to imbue an object:
Stun/Freeze immunity: +30%
Latent Damage Type: ColdGems can be sold for money or used in arcane rituals.
amber Type: gem / yellow ; tier 4
0.00 Encumbrance.
Physical crit. chance: +4.0%
Changes damage: +8% all
Spell crit. chance: +4%
Mental crit. chance: +4%
When used to imbue an object:
Physical crit. chance: +4.0%
Changes damage: +8% all
Spell crit. chance: +4%
Mental crit. chance: +4%
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
14 ametrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
When used to imbue an object:
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
11 citrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
Light radius: +4
Infravision radius: +4
When used to imbue an object:
Light radius: +4
Infravision radius: +4
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
6 zircon Type: gem / yellow ; tier 1
0.00 Encumbrance.
Armour: +1
Changes resistances: +1% all
When used to imbue an object:
Armour: +1
Changes resistances: +1% all
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.