Type: scroll / infusionwild infusion of the sneak (res 23%; mental; dur 3; cd 13)
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Cunning stat.
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.
Mirror Image Rune (dur 6; cd 24)
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: 24
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned.
Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
Images inherit all of your life, resistance, armor, defense, and armor hardiness.
It can be used to inscribe your skin with the rune.Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
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 Reflection (--)
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: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.You can see your own image mirrored in the surface of this silvery rune.
Type: scroll / rune ; tier 1blink rune of the duelist (range 6; phase 16; cd 20)
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%.
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.
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 (+3 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...
Type: jewelry / amulet ; tier 1copper amulet
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3gold amulet
0.10 Encumbrance.
Type: jewelry / amulet ; tier 3restful gold amulet
Crafted by a master
0.10 Encumbrance.
Fatigue: -5%
Life regen: +2.00Amulets make your neck look great!
Type: jewelry / amulet ; tier 3starlit gold amulet of vision
Infused by nature
0.10 Encumbrance.
Changes resistances: +13% light / +16% darkness
Blindness immunity: +45%
Infravision radius: +3
Sight radius: +2
See invisible: +7Amulets make your neck look great!
Type: jewelry / ring ; tier 1Plaguecut the copper ring
Infused by nature
0.10 Encumbrance.
Effects on melee hit:
* 10% chance to slow global speed by 44%
Changes resistances: +22% cold / +3% light / +5% arcane
Changes damage: +11% cold
Spell save: +6 (+3 eff.)Rings make your fingers look great!
Type: jewelry / ring ; tier 1copper ring
0.10 Encumbrance.
Type: jewelry / ring ; tier 3gold ring
0.10 Encumbrance.
Type: jewelry / ring ; tier 3gold ring
0.10 Encumbrance.
Type: jewelry / ring ; tier 2psionicist's steel ring of nature (+24%)
Infused by nature
Infused by psionic forces
0.10 Encumbrance.
Changes stats: +3 Wil
Changes resistances: +24% nature
Changes damage: +12% nature
Mental save: +6 (+2 eff.)Rings make your fingers look great!
Type: jewelry / ring ; tier 2steel ring
0.10 Encumbrance.
Type: jewelry / ring ; tier 2steel ring
0.10 Encumbrance.
Type: jewelry / ring ; tier 2steel ring
0.10 Encumbrance.
Type: jewelry / ring ; tier 2steel ring
0.10 Encumbrance.
Infused by Base power: 30.0 - 45.0Stormfront (30-45 power, 15 apr)
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:
Changes damage: +12% lightning / +12% coldThe blade glows faintly blue, and reflects a sky full of stormy clouds.
Powered by Dagger of the Past (25-32 power, 20 apr)
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 (+5 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.Dagger of the Past (25-32 power, 20 apr)
Powered by Star (10-13 power, 0 apr)
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.
Crafted by Base power: 25.0 - 32.5Swordbreaker (25-32 power, 20 apr)
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 (+7 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.
Crafted by Type: weapon / greatmaul ; tier 3 Base power: 44.5 - 66.8truestriking dwarven-steel greatmaul (44-67 power, 2 apr)
Requires:
- Strength 24
5.00 Encumbrance.
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: +2
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +12 (+4 eff.)
Armour penetration: +12
Changes resistances penetration: +7% physicalMassive two-handed mauls.
Powered by Base power: 34.5 - 55.2Arimadar (34-55 power, 2 apr)
Requires:
- Strength 16
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.[Random Unique]
Type: weapon / greatsword ; tier 2
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.0%
Attack speed: 100%
On weapon hit:
* 7% chance to reduce strength, dexterity, and constitution by 14
* 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity)
Damage (Melee): +9 blight
When wielded/worn:
Changes resistances: +5% arcane
Changes resistances penetration: +20% arcane
Changes damage: +3% arcaneMassive two-handed swords.
Powered by Base power: 37.0 - 59.2Barynarindil the Brandsmash (37-59 power, 2 apr)
Requires:
- Strength 24
Infused by nature
Crafted by a master
3.00 Encumbrance.[Random Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +3.5%
Attack speed: 100%
On weapon crit:
* Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8
When wielded/worn:
Physical power: +10 (+3 eff.)
Damage when hit (Melee): 4 fire
Changes stats: +3 Str / +10 Wil / +13 Con
Changes resistances: +9% fire
Changes resistances penetration: +16% physical
Changes damage: +3% physical
Disarm immunity: +20%
Maximum life: +19.00Massive two-handed swords.
Infused by Base power: 8.0 - 8.8Bloomsoul (8-9 power, 13 apr, nature damage)
Requires:
- Willpower 18
3.00 Encumbrance.[Unique]
Type: weapon / mindstar ; tier 2
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: +13
Crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Talent mastery: +0.30 Wild-gift / Fungus
Life regen: +2.00
Mindpower: +8 (+4 eff.)
Mental crit. chance: +4%
Healing mod.: +20%
Activating this item is instant.
It can be used to activate talent Bloom Heal (costing 34 power out of 40/40) :
Effective talent level: 1.0
Power cost: 34 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns.
The life healed will increase with the Willpower stat.Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.
Powered by Base power: 10.0 - 12.0Kor's Fall (10-12 power, 0 apr, darkness element)
Requires:
- Magic 25
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 1
It must be held with both hands.
Uses stat: 110% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Corruption / Bone
Talent granted: +1 Command Staff
Spellpower: +7 (+4 eff.)
Spell crit. chance: +8%
See invisible: +2
It can be used to activate talent Bone Spear (costing 6 power out of 6/6) :
Effective talent level: 3.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Conjures up a spear of bones, doing 89.37 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (179).
The damage will increase with your Spellpower.Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.
hardened leather belt 'Vorama'
Powered by arcane forces
Infused by nature
Crafted by a master
1.00 Encumbrance.[Random Unique]
Type: armor / belt ; tier 3When wielded/worn:
Defense: +12 (+4 eff.)
Changes stats: +6 Mag
Changes resistances: +6% acid / +6% temporal / +7% fire / +13% cold / +7% lightning
Stealth bonus: +5
Confusion immunity: +10%
Mana each turn: +0.19
Maximum mana: +37.00A belt that goes around your waist.
Type: armor / belt ; tier 3insulating hardened leather belt of unlife
Powered by arcane forces
Crafted by a master
1.00 Encumbrance.
Changes resistances: +8% blight / +9% cold / +7% fire
The wearer is treated as an undead.
The wearer no longer has to breathe.A belt that goes around your waist.
Type: armor / cloak ; tier 1Aryssra the Dawnmoon (7 def, 0 armour)
Crafted by a master
2.00 Encumbrance.
Accuracy: +20 (+6 eff.)
Defense: +7 (+2 eff.)
Damage when hit (Melee): 2 light
Changes stats: +1 Str
Changes damage: +3% physical
Reduces incoming crit damage: 10.00%
Physical save: +5 (+3 eff.)A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
Type: armor / cloak ; tier 3 Activation puts all charms on cooldown for 9 turns.cashmere cloak of the voidstalker (2 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.
Defense: +2 (+0 eff.)
Changes resistances: +16% darkness / +14% temporal
Defense after a teleport: +17
Resist all after a teleport: +12%
New effects duration reduction after a teleport: +17%
It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature
Type: armor / cloak ; tier 3thick cashmere cloak of the Shaloren (2 def, 7 armour)
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
Armour: +7
Defense: +2 (+0 eff.)
Changes stats: +1 Mag / +2 Wil
Changes resistances: +17% coldA cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
Activation costs 43 power out of 50/50.Eden's Guile (2 def, 1 armour)
Crafted by a master
2.00 Encumbrance.[Unique]
Type: armor / feet ; tier 2When wielded/worn:
Armour: +1
Defense: +2 (+0 eff.)
Fatigue: +2%
Changes stats: +3 Cun
Talent mastery: +0.20 Cunning / Survival
It can be used to boost speed by 40% (based on Cunning)
Type: armor / feet ; tier 1Gloridhenor the Torchwreck (20 def, 1 armour)
Infused by psionic forces
2.00 Encumbrance.
Armour: +1
Defense: +20 (+6 eff.)
Changes stats: +2 Dex / +3 Wil / +2 Con
Changes resistances penetration: +25% fire / +6% physical
Changes damage: +6% fire
Maximum stamina: +30.00
Mindpower: +4 (+2 eff.)
It can be used to activate talent Blindside, placing all other charms into a 22 cooldown :
Effective talent level: 2.0
Power cost: 22 out of 25/25.
Range: 6
Travel Speed: instantaneous
Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn.
The Defense boost improves with your Strength.A pair of boots made of leather.
Powered by Type: armor / feet ; tier 3undeterred pair of dwarven-steel boots (0 def, 4 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.
Armour: +4
Fatigue: +3%
Silence immunity: +28%
Confusion immunity: +25%
Stun/Freeze immunity: +25%Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
Powered by Storm Bringer's Gauntlets (0 def, 5 armour)
Requires:
- Heavy armour training
1.50 Encumbrance.[Unique]
Type: armor / hands ; tier 3When wielded/worn:
Armour: +5
Changes stats: +6 Mag
Changes resistances: +15% lightning
Changes damage: +15% lightning
Critical mult.: +20.00%
Spellpower: +12 (+6 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.
Crafted by Type: armor / hands ; tier 2dwarven-steel gauntlets 'Hettylar' (0 def, 2 armour)
Requires:
- Heavy armour training
1.50 Encumbrance.
Physical power: +5 (+2 eff.)
Armour: +2
Fatigue: +3%
Changes stats: +3 Str / +1 Dex
Changes damage: +9% acid / +9% physical
Spell save: +3 (+2 eff.)
Stamina each turn: +1.00
Vim when firing critical spell: +1.00
Spellpower: +15 (+8 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.Metal gloves protecting the hands up to the middle of the lower arm.
Type: armor / hands ; tier 2heroic hardened leather gloves of the juggernaut (0 def, 6 armour)
Crafted by a master
1.00 Encumbrance.
Armour: +6
Changes stats: +2 Con
Physical save: +14 (+6 eff.)
Spell save: +5 (+3 eff.)
Mental save: +11 (+4 eff.)
Disarm immunity: +24%
Maximum life: +48.00
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
Activating this item is instant.
It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown :
Effective talent level: 3.9
Power cost: 26 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns.Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
Crafted by Helm of the Dwarven Emperors (0 def, 6 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.[Unique]
Type: armor / head ; tier 2When wielded/worn:
Armour: +6
Fatigue: +4%
Changes stats: +3 Wil / +4 Mag
Changes resistances: +10% darkness
Changes damage: +10% light
Blindness immunity: +30%
Confusion immunity: +30%
Light radius: +6A Dwarven helm embedded with a single diamond that can banish all underground shadows.
Infused by Type: armor / head ; tier 3dwarven-steel helm 'Relgylathafast' (0 def, 4 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.
Armour: +4
Fatigue: +4%
Effects on melee hit:
* 20% chance to reduce all saves and defense by 18
Changes stats: +2 Cun / +2 Dex
Changes resistances: +12% light / +12% darkness
Changes resistances penetration: +15% mind
Infravision radius: +3A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
Infused by Type: armor / head ; tier 1grounding iron helm of constitution (+3) (0 def, 3 armour)
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Armour: +3
Fatigue: +5%
Changes stats: +3 Con
Changes resistances: +6% lightning / +5% temporalA large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
Infused by Type: armor / heavy ; tier 2fortifying steel mail armour of resilience (2 def, 6 armour)
Requires:
- Heavy armour training
- Strength 20
Crafted by a master
14.00 Encumbrance.
Armour: +6
Defense: +2 (+0 eff.)
Fatigue: +12%
Changes stats: +2 Str / +3 Con
Maximum life: +60.00A suit of armour made of mail.
Eel-skin armour (16 def, 0 armour)
Infused by nature
9.00 Encumbrance.[Unique]
Type: armor / light ; tier 2When wielded/worn:
Defense: +16 (+5 eff.)
Fatigue: +2%
Changes stats: +3 Cun / +2 Dex
Changes resistances: +15% lightning
Poison immunity: +50%
Pinning immunity: +50%
Talent on hit(nature): Call Lightning (10% chance level 2).
It can be used to activate talent Call Lightning (costing 22 power out of 50/50) :
Effective talent level: 2.0
Power cost: 22 out of 50/50.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 35.84 to 107.52 lightning damage (71.68 average).
The damage will increase with your Mindpower.This armour seems to have been patched together from many eels. Yuck.
Crafted by Skin of Many (12 def, 6 armour)
Requires:
- Strength 16
9.00 Encumbrance.[Unique]
Type: armor / light ; tier 2When wielded/worn:
Armour: +6
Defense: +12 (+4 eff.)
Fatigue: +7%
Changes stats: +4 Con
Talent mastery: -0.20 Cunning / Stealth
Maximum life: +40.00
Infravision radius: +3The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.
Infused by Black Mesh (8 def, 2 armour, 120 block)
Requires:
- Shield usage training
- Strength 20
7.00 Encumbrance.[Unique]
Type: armor / shield ; tier 3Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +2
Defense: +8 (+2 eff.)
Ranged Defense: +8 (+2 eff.)
Fatigue: +6%
On shield block:
* Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it
Changes stats: +5 Wil
Changes resistances: +25% blight / +25% darkness
Talent granted: +1 Block
Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating itBlack, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass.
Powered by Base power: 33.0 - 46.2quiver of ash arrows 'Gloommark' (16/16, 33-46 power, 7 apr)
Requires:
- Dexterity 16
Crafted by a master
3.00 Encumbrance.[Random Unique]
Type: ammo / arrow ; tier 2
Uses stats: 70% Dex, 50% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy: +9
Armour Penetration: +7
Crit. chance: +10.5%
Capacity: 16
Turns elapse between self-loadings: 3
On weapon hit:
* 20% chance to reduce damage dealt by 15%
On weapon crit:
* Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +8 darknessArrows are used with bows to pierce your foes to death.
Type: gem / black ; tier 12 agate
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.
Type: alchemist-gem / black ; tier 1175 alchemist agate
0.00 Encumbrance.
Bomb damage +5%Gems can be sold for money or used in arcane rituals.
Type: gem / black ; tier 35 onyx
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.
Type: gem / blue ; tier 27 aquamarine
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.
Type: gem / blue ; tier 32 lapis lazuli
0.00 Encumbrance.
Defense: +6 (+2 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+3 eff.)
Mental save: +6 (+2 eff.)
When used to imbue an object:
Defense: +6 (+2 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+3 eff.)
Mental save: +6 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Type: gem / blue ; tier 211 opal
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.
Type: gem / blue ; tier 29 topaz
0.00 Encumbrance.
Defense: +4 (+1 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+1 eff.)
When used to imbue an object:
Defense: +4 (+1 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+1 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Tooth of the Mouth (dig speed 12 turns)
Powered by unknown forces
3.00 Encumbrance.[Unique]
Type: tool / digger ; tier 1When wielded/worn:
Armour penetration: +15
Damage when hit (Melee): 10 draining blight
Changes damage: +5% blight
When carried:
Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.
Type: tool / digger ; tier 3Xanuritira the Dawnbiter (dig speed 24 turns)
Crafted by a master
3.00 Encumbrance.
Accuracy: +5 (+1 eff.)
Damage when hit (Melee): 2 light
Changes stats: +7 Cun / +2 Str
Changes resistances penetration: +25% mind
Changes damage: +6% acid
Mental save: +9 (+3 eff.)
Infravision radius: +4
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
Type: gem / green ; tier 3emerald
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.
Type: gem / green ; tier 16 spinel
0.00 Encumbrance.
Defense: +2 (+0 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+0 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Planar Beacon
Powered by arcane forces
1.00 Encumbrance.[Unique]
Type: lite / liteWhen wielded/worn:
Light radius: +3
It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) :
Effective talent level: 2.0
Power cost: 22 out of 25/25.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 66.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 66.34 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.A strange orb of demonic origins. It glows with a surreal red light.
Activation costs 9 power out of 15/15.Summertide Phial
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.(77 power, based on Willpower)
Activation costs 1 power out of 1/1.Crystal Focus
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / multi-hued ; tier 2When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight
(The created item can be activated to recover the Focus.)
Latent Damage Type: Arcane
It can be used to combine with a weapon (makes a non enchanted weapon into an artifact)
Scrying Orb
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:This orb will automatically identify items you find.
Type: gem / red ; tier 33 garnet
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.
Activation costs 172 power out of 400/400.Rod of Recall (2/2)
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.
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.Transmogrification Chest
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.
Type: charm / torque ; tier 3 Activation puts all charms on cooldown for 13 turns.Eclipselace [power 260] (13 cooldown)
Infused by psionic forces
2.00 Encumbrance.
Effects on melee hit:
* 20% chance to reduce damage dealt by 15%
Changes stats: +3 Dex / +3 Wil / +3 Cun
Changes resistances: +9% mind
Infravision radius: +3
See invisible: +9
It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 268 physical damage
When used:
* Increase all damage by 22% for 2 turns.
Torques are made by powerful psionics to store psionic powers.
Type: charm / totem ; tier 2 Activation puts all charms on cooldown for 13 turns.Glitterwilder the ash totem of stinging [power 206] (13 cooldown)
Infused by nature
2.00 Encumbrance.
Changes stats: +6 Str / +2 Dex / +2 Cun
Changes damage: +12% light
Reduces incoming crit damage: 15.00%
Infravision radius: +2
It can be used to sting an enemy dealing 247 nature damage over 7 turns and reducing their healing by 50%
When used:
* Reduce fatigue by 26% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
Type: gem / violet ; tier 24 amethyst
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.
Type: charm / wand ; tier 2 Activation puts all charms on cooldown for 17 turns.ash wand of shielding [power 170] (17 cooldown)
Powered by arcane forces
2.00 Encumbrance.
Type: gem / white ; tier 33 quartz
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.
Type: gem / yellow ; tier 1ametrine
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.
Type: gem / yellow ; tier 12 citrine
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.
Type: gem / yellow ; tier 12 zircon
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.