Rune of the Rift (310.00 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 310.00 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.
Powered by Base power: 20.0 - 26.0Spellblaze Shard (20-26 power, 10 apr)
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.
Powered by Base power: 15.0 - 19.5Unerring Scalpel (15-20 power, 25 apr)
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 (+10 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.
Infused by Base power: 42.0 - 67.2Genocide (42-67 power, 4 apr)
Requires:
- Willpower 20
- Strength 40
Crafted by a master
3.00 Encumbrance.[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +4
Crit. chance: +18.0%
Attack speed: 100%
Damage against: +25% Orc
When wielded/worn:
Changes stats: +7 Str / +7 Dex / +7 Con
Reduced damage from: +15% Orc
Grants telepathy: Humanoid/Orc
Life regen: +0.50
Stamina each turn: +1.00Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.
Infused by Base power: 7.0 - 7.7Serpent's Glare (7-8 power, 15 apr, nature damage)
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 (+2 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 158.56 poison damage over six turns.
The damage will increase with your Strength or Dexterity (whichever is higher).A thick venom drips from this mindstar.
Powered by Base power: 15.0 - 18.0 Activation puts all charms on cooldown for 30 turns.Cyravena the ash vilestaff (15-18 power, 3 apr, cold element)
Requires:
- Magic 16
Infused by nature
Crafted by a master
5.00 Encumbrance.[Random Unique]
Type: weapon / staff ; tier 2
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: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 8 blight
Changes stats: +4 Con
Changes resistances: +3% acid
Changes damage: +15% acid / +15% cold / +6% blight
Talent granted: +1 Command Staff
Critical mult.: +12.00%
Life regen: +0.60
Mana each turn: +0.12
Spellpower: +21 (+7 eff.)
Spell crit. chance: +11%
Healing mod.: +12%
It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns)
Powered by Plague-Fire Sceptre (24-29 power, 4 apr, physical element)
Requires:
- Magic 24
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 3
Base power: 24.0 - 28.8
Uses stat: 125% 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% blight / +20% fire
Spellpower: +27 (+8 eff.)
Spell crit. chance: +7%
Plaguefire detonates when its victim dies, spreading to other enemies up to two times.
It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat
Activation costs 15 power out of 15/15.
The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.Plague-Fire Sceptre (24-29 power, 4 apr, physical element)Type: armor / belt ; tier 1Alusagas the rough leather belt
Powered by arcane forces
1.00 Encumbrance.
Changes resistances: +9% lightning / +3% mind / +9% light / +6% darknessA belt that goes around your waist.
Cloak of Deception
Powered by arcane forces
1.00 Encumbrance.[Plot Item]
Type: armor / cloakWhen wielded/worn:
Physical power: +5 (+3 eff.)
Spellpower: +5 (+2 eff.)
Mindpower: +5 (+2 eff.)A black cloak, with subtle illusion enchantments woven into its very fabric.
Type: armor / cloth ; tier 3focusing cashmere robe (0 def, 0 armour)
Infused by psionic forces
2.00 Encumbrance.
Changes stats: +4 Mag / +5 Wil
Changes resistances: +11% all
Mana each turn: +0.12
Psi each turn: +0.13A cloth vestment. It offers no intrinsic protection but can be enchanted.
Type: armor / cloth ; tier 1spellwoven linen robe of frost (+16%) (0 def, 0 armour)
Powered by arcane forces
Infused by nature
2.00 Encumbrance.
Changes resistances: +7% all / +16% cold
Changes damage: +11% cold
Spell save: +16 (+6 eff.)
Spellpower: +2 (+1 eff.)
Spell crit. chance: +2%A cloth vestment. It offers no intrinsic protection but can be enchanted.
Flamewrought (0 def, 2 armour)
Infused by nature
1.00 Encumbrance.[Unique]
Type: armor / hands ; tier 1When wielded/worn:
Armour: +2
Changes stats: +2 Cun / +3 Wil
Changes resistances: +10% fire
Changes damage: +5% fire
Mindpower: +2 (+1 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Flamespit (costing 8 power out of 24/24) :
Effective talent level: 3.0
Power cost: 8 out of 24/24.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 37.97 fire damage.
The damage will increase with your Mindpower.These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.
Type: armor / hands ; tier 1rough leather gloves of magic (+2) (0 def, 1 armour)
Powered by arcane forces
1.00 Encumbrance.
Armour: +1
Changes stats: +2 Mag
Changes damage: +3% arcane
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.
Type: armor / head ; tier 1Saletira (6 def, 0 armour)
Infused by psionic forces
2.00 Encumbrance.
Defense: +6 (+3 eff.)
Changes resistances: +10% mind / +3% acid
Changes damage: +10% mind
Blindness immunity: +10%
Life regen: +4.00A pointy cloth hat, very wizardly...
Type: armor / head ; tier 1clarifying linen wizard hat of corrosion (+15%) (1 def, 0 armour)
Infused by nature
Infused by psionic forces
2.00 Encumbrance.
Defense: +1 (+0 eff.)
Changes stats: +2 Cun
Changes resistances: +15% acid
Changes damage: +10% acid
Mental save: +5 (+2 eff.)A pointy cloth hat, very wizardly...
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 (+6 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.
Spinal Cage (5 def, 8 armour)
Powered by arcane forces
Infused by nature
9.00 Encumbrance.[Unique]
Type: armor / light ; tier 2When wielded/worn:
Armour: +8
Defense: +5 (+2 eff.)
Fatigue: +3%
Changes stats: +2 Dex
Changes resistances: +15% physical
It can be used to activate talent Bone Grab (costing 20 power out of 30/30) :
Effective talent level: 2.2
Power cost: 20 out of 30/30.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns.
The bone will also deal 64.37 physical damage.
The damage will increase with your Spellpower.A gross mass of spinal matter hastily assembled into armour.
Type: gem / black ; tier 110 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: gem / black ; tier 33 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 210 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 3lapis lazuli
0.00 Encumbrance.
Defense: +6 (+3 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+3 eff.)
Mental save: +6 (+3 eff.)
When used to imbue an object:
Defense: +6 (+3 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+3 eff.)
Mental save: +6 (+3 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Type: gem / blue ; tier 210 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 217 topaz
0.00 Encumbrance.
Defense: +4 (+2 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+2 eff.)
When used to imbue an object:
Defense: +4 (+2 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Crafted by dwarven-steel pickaxe 'Neriyaba' (dig speed 7 turns)
Requires:
- Level 15
3.00 Encumbrance.[Random Unique]
Type: tool / digger ; tier 3When wielded/worn:
Armour penetration: +5
Physical power: +6 (+3 eff.)
Armour: +5
Defense: +5 (+2 eff.)
Changes stats: +2 Str
Changes resistances: +6% physical / +12% darkness / +3% temporal
Critical mult.: +10.00%
Knockback immunity: +5%
Infravision radius: +1
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
This item has been sent to the Item's Vault.
Forbidden Tome: "A View From The Gallery"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbidden ; tier 2It can be used to read the book.The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.
Type: gem / green ; tier 18 spinel
0.00 Encumbrance.
Defense: +2 (+1 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+1 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.
Heart of the Sandworm Queen
Infused by nature
0.00 Encumbrance.[Plot Item]
Type: corpse / heartIt can be used to consume the heart.The heart of the Sandworm Queen, ripped from her dead body.
You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.
Type: lite / lite ; tier 1brass lantern
2.00 Encumbrance.
Light radius: +3A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
Imp Claw
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: tool / misc ; tier 1When wielded/worn:
Light radius: +1
See stealth: +10
It can be used to activate talent Flame (costing 9 power out of 9/9) :
Effective talent level: 2.0
Power cost: 9 out of 9/9.
Range: 10
Travel Speed: 2000% of base
Is: a spell
Description: Conjures up a bolt of fire, setting the target ablaze and doing 163.59 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.The battered remains of a flame imp's hand. It still burns with that unnatural flame.
Prox's Lucky Halfling Foot
Infused by nature
2.00 Encumbrance.[Unique]
Type: tool / misc ; tier 1When wielded/worn:
Defense: +5 (+2 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turnA large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
Activation costs 202 power out of 400/400.Rod of Recall (1/1)
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 / totem ; tier 2 (Tentacle Stats) Activation puts all charms on cooldown for 25 turns.ash totem of summon tentacle 'Jetborn' [power 160] (25 cooldown)
Infused by nature
2.00 Encumbrance.
Damage when hit (Melee): 2 darkness
Changes resistances: +12% lightning / +9% mind / +6% darkness
Changes resistances penetration: +10% darkness
It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them.
Life: 330
Base Damage: 169
Armor: 11
All Resist: 0
Type: gem / violet ; tier 213 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: gem / yellow ; tier 18 ametrine
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 15 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 17 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.