Type: scroll / infusionheroism infusion of the sneak (die at -384; dur 6; cd 35)
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 35
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 -384 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 384 life, 6 duration)
If your life is below 0 when this effect wears off it will be set to 1.
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.
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: 18
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: 13
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 816 damage for 6 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 / runeshielding rune of the warrior (absorb 541; dur 7; cd 18)
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
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 541 damage for 7 turns.
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.
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!
Ancient Tome titled 'Gems and their uses'
0.10 Encumbrance.[Plot Item]
Type: scroll / tomeMagical scrolls can have wildly different effects!
Activation costs 24 power out of 24/24.Mirror Shards
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, 497 strength, based on Magic) for 6 turns
Type: jewelry / amulet ; tier 3clarifying gold amulet
Infused by nature
0.10 Encumbrance.
Changes resistances: +14% mind
Confusion immunity: +30%Amulets make your neck look great!
Type: jewelry / ring ; tier 1Polyrimira the copper ring
Crafted by a master
0.10 Encumbrance.
Accuracy: +6 (+6 eff.)
Changes stats: +5 Cun / +5 Dex
Changes resistances: +6% blight
Physical save: +3 (+2 eff.)
Spell save: +3 (+1 eff.)
Only die when reaching: -60.00 life
Maximum life: +60.00Rings 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 (+4 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.
Powered by Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Activation puts all charms on cooldown for 8 turns.bloodlich's elven-wood vilestaff of invocation (25-30 power, 5 apr, acid element)
Requires:
- Magic 35
5.00 Encumbrance.
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: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Mag / +1 Cun / +2 Con
Changes damage: +25% acid
Talent granted: +1 Command Staff
Critical mult.: +18.00%
N.Energy each turn: +0.20
Vim when firing critical spell: +5.00
Spellpower on spell critical (stacks up to 3 times): +7
Maximum vim: +39.00
Maximum neg.energy: +32.00
Spellpower: +19 (+5 eff.)
Spell crit. chance: +4%
It can be used to conjure elemental energy in a radius 8 cone, dealing 45.28 to 54.34 acid damage
Powered by Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0ethereal elven-wood magestaff of the prodigy (25-30 power, 5 apr, lightning element)
Requires:
- Magic 35
5.00 Encumbrance.
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: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Defense: +18 (+12 eff.)
Changes stats: +9 Mag / +5 Wil / +5 Cun
Changes damage: +25% lightning
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +8
Spellpower: +17 (+5 eff.)
Spell crit. chance: +4%
Damage Shield penetration: +22%
Damage Shield Power: +5%Staves designed for wielders of magic, by the greats of the art.
Powered by Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0infernal elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)
Requires:
- Magic 35
Infused by nature
5.00 Encumbrance.
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: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Defense: +8 (+7 eff.)
Damage (Melee): 24 fire
Changes damage: +25% lightning
Talent granted: +1 Command Staff
Critical mult.: +25.00%
Spellpower: +18 (+5 eff.)
Spell crit. chance: +4%
Light radius: +3
See invisible: +16
It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown :
Effective talent level: 1.3
Power cost: 6 out of 6/6.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.10 damage to all creatures.
At level 3, it also blinds all who see it (except the caster) for 3 turns.Staves designed for wielders of magic, by the greats of the art.
Powered by Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0lifebinding elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element)
Requires:
- Magic 35
Infused by nature
5.00 Encumbrance.
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: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +3 Mag / +3 Wil / +5 Con
Changes damage: +25% physical
Talent granted: +1 Command Staff
Life regen: +1.00
Maximum mana: +16.00
Spellpower: +25 (+7 eff.)
Spell crit. chance: +4%
Healing mod.: +17%Staves designed for wielders of magic, by the greats of the art.
Powered by magelord's elven-wood starstaff of the prodigy (25-30 power, 5 apr, temporal element)
Requires:
- Magic 35
5.00 Encumbrance.
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Physical crit. chance: +7.0%
Damage (Melee): 38 arcane
Changes stats: +10 Mag / +10 Wil / +9 Cun
Changes damage: +25% temporal
Talent granted: +1 Command Staff
Spellpower on spell critical (stacks up to 3 times): +7
Maximum mana: +67.00
Spellpower: +19 (+5 eff.)
Spell crit. chance: +4%Staves designed for wielders of magic, by the greats of the art.magelord's elven-wood starstaff of the prodigy (25-30 power, 5 apr, temporal element)
Infused by Type: weapon / trident ; tier 4 Base power: 41.0 - 65.6stormbringer's orite trident of crippling (41-65 power, 13 apr)
Requires:
- Strength 35
Crafted by a master
3.00 Encumbrance.
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +13
Crit. chance: +3.5%
Attack speed: 100%
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (radius 2) on crit: +30 lightning / +35 cold
When wielded/worn:
Physical crit. chance: +13.0%
Changes resistances penetration: +26% lightning / +7% cold
Movement speed: +39%A two-handed massive trident.
Tridents require the exotic weapons mastery talent to use correctly.
Activation puts all charms on cooldown for 10 turns.Unlightquell the elven-silk cloak (3 def, 0 armour)
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.[Random Unique]
Type: armor / cloak ; tier 5When wielded/worn:
Defense: +3 (+3 eff.)
Effects on melee hit:
* 20% chance to reduce damage dealt by 22%
Changes stats: +2 Dex / +1 Mag / +3 Wil / +3 Cun
Changes resistances: +20% temporal / +28% darkness / +6% fire
Changes resistances penetration: +10% darkness
Changes damage: +3% darkness
Spell save: +11 (+4 eff.)
Maximum mana: +64.00
Defense after a teleport: +30
Resist all after a teleport: +13%
New effects duration reduction after a teleport: +27%
It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature
Type: armor / cloth ; tier 3Beladrahell the cashmere robe (25 def, 4 armour)
Infused by nature
2.00 Encumbrance.
Armour: +4
Defense: +25 (+15 eff.)
Changes stats: +5 Str
Changes resistances: +18% physical / +12% light / +11% all
Changes damage: +18% physical
Confusion immunity: +20%
Knockback immunity: +20%A cloth vestment. It offers no intrinsic protection but can be enchanted.
Type: armor / cloth ; tier 5ancient elven-silk robe of Linaniil (0 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.
Changes stats: +7 Mag
Changes resistances: +15% all
Changes resistances penetration: +9% temporal / +12% physical
Changes damage: +14% temporal / +16% physical
Mana each turn: +0.19
Maximum mana: +58.00
Spellpower: +20 (+5 eff.)
Spell crit. chance: +9%
Reduces paradox anomalies(equivalent to willpower): +11A cloth vestment. It offers no intrinsic protection but can be enchanted.
Type: armor / cloth ; tier 4dreamer's silk robe of Linaniil (0 def, 0 armour)
Powered by arcane forces
Infused by psionic forces
2.00 Encumbrance.
Changes resistances: +13% darkness / +17% mind / +13% all
Physical save: +14 (+7 eff.)
Spell save: +14 (+5 eff.)
Mental save: +24 (+8 eff.)
Mana each turn: +0.24
Maximum mana: +62.00
Spellpower: +26 (+7 eff.)
Spell crit. chance: +7%
The wearer is asleep.
Lucid Dreamer: This item allows the wearer to act while sleeping.A cloth vestment. It offers no intrinsic protection but can be enchanted.
Type: armor / cloth ; tier 4stargazer's silk robe of Angolwen (0 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.
Changes stats: +4 Mag / +4 Wil / +4 Cun
Changes resistances: +13% all
Changes damage: +17% light / +11% darkness
Silence immunity: +43%
Spellpower on spell critical (stacks up to 3 times): +4
Spellpower: +12 (+3 eff.)
Spell crit. chance: +7%A cloth vestment. It offers no intrinsic protection but can be enchanted.
Type: armor / cloth ; tier 3stormwoven cashmere robe of the mountain (+7%) (0 def, 0 armour)
Infused by nature
2.00 Encumbrance.
Changes stats: +5 Str / +5 Mag / +6 Wil
Changes resistances: +7% lightning / +8% cold / +16% physical / +11% all
Changes damage: +14% lightning / +29% physical / +11% coldA cloth vestment. It offers no intrinsic protection but can be enchanted.
Dazzleknight (0 def, 3 armour)
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.[Random Unique]
Type: armor / hands ; tier 4When wielded/worn:
Armour: +3
Damage (Melee): 9 acid / 9 cold / 9 fire / 19 arcane / 7 lightning
Changes stats: +6 Dex / +12 Mag / +15 Wil / +1 Con
Changes resistances: +8% arcane
Changes resistances penetration: +25% light
Changes damage: +9% arcane / +9% light
Life regen: +11.00
Stamina each turn: +1.30
Maximum stamina: +40.00
Spellpower: +13 (+4 eff.)
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.
Crafted by Type: armor / head ; tier 1Issadar (0 def, 3 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.
Armour: +3
Fatigue: +5%
Changes stats: +2 Dex
Changes resistances: +6% lightning / +6% temporal / +6% darkness
Reduces incoming crit damage: 5.00%
Silence immunity: +10%A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
Type: armor / head ; tier 3Mayyssra the Earthhue (2 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.
Defense: +2 (+2 eff.)
Changes resistances: +9% light
Changes damage: +9% nature
Critical mult.: +15.00%
Mental save: +9 (+3 eff.)
Life regen: +3.80
Maximum hate: +10.00
Maximum psi: +20.00
Mental crit. chance: +6%
Damage Shield Power: +11%A pointy cloth hat, very wizardly...
Infused by Type: armor / head ; tier 3dwarven-steel helm 'Treereaper' (0 def, 4 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.
Armour: +4
Fatigue: +4%
Changes resistances: +6% temporal / +13% cold
Changes resistances penetration: +20% temporal
Changes damage: +21% nature / +27% temporal
Allows you to breathe in: water
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
Type: gem / black ; tier 19 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 1283 alchemist agate
0.00 Encumbrance.
Bomb damage +5%Gems 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 36 lapis lazuli
0.00 Encumbrance.
Defense: +6 (+6 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+2 eff.)
When used to imbue an object:
Defense: +6 (+6 eff.)
Physical save: +6 (+3 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.
Type: gem / blue ; tier 212 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 4sapphire
0.00 Encumbrance.
Defense: +8 (+7 eff.)
Physical save: +8 (+4 eff.)
Spell save: +8 (+3 eff.)
Mental save: +8 (+3 eff.)
When used to imbue an object:
Defense: +8 (+7 eff.)
Physical save: +8 (+4 eff.)
Spell save: +8 (+3 eff.)
Mental save: +8 (+3 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Type: gem / blue ; tier 26 topaz
0.00 Encumbrance.
Defense: +4 (+4 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+1 eff.)
When used to imbue an object:
Defense: +4 (+4 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+1 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Type: tool / digger ; tier 3Betonn the dwarven-steel pickaxe (dig speed 29 turns)
Powered by arcane forces
3.00 Encumbrance.
Damage when hit (Melee): 6 arcane
Changes stats: +2 Str / +8 Mag / +6 Cun
Reduces incoming crit damage: 10.00%
Maximum mana: +42.00
Spell crit. chance: +7%
See invisible: +18
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
Type: tool / digger ; tier 3Lisorira (dig speed 29 turns)
Crafted by a master
3.00 Encumbrance.
Changes stats: +4 Str / +4 Wil / +6 Cun / +3 Con
Changes resistances: +9% acid
Critical mult.: +10.00%
Psi when hit: +0.20
Mental crit. chance: +4%
Light radius: +1
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
Forbidden Tome: "The Day It Came"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbiddenIt can be used to read the book.The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?
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 4jade
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.
Type: gem / green ; tier 17 spinel
0.00 Encumbrance.
Defense: +2 (+2 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+2 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.
Type: gem / green ; tier 4turquoise
0.00 Encumbrance.
Accuracy: +10 (+10 eff.)
Changes resistances penetration: +10% all
When used to imbue an object:
Accuracy: +10 (+10 eff.)
Changes resistances penetration: +10% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Type: lite / lite ; tier 3Camahir
Infused by psionic forces
1.00 Encumbrance.
Defense: +10 (+8 eff.)
Changes stats: +8 Con
Changes resistances: +6% lightning / +2% physical / +9% darkness
Critical mult.: +10.00%
Mental save: +11 (+4 eff.)
Pinning immunity: +10%
Light radius: +4
See stealth: +8
See invisible: +17A normal brass lantern, enhanced by alchemy to make it brighter.
Activation costs 20 power out of 20/20.Spectral Cage
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: lite / lite ; tier 3When wielded/worn:
Changes resistances: +20% cold
Changes resistances penetration: +10% cold
Changes damage: +15% cold
Spellpower: +10 (+3 eff.)
Light radius: +5
It can be used to release a will o' the wisp that will explode against your foes for 380 cold damage (based on your Magic)
Type: lite / lite ; tier 3alchemist's lamp 'Zygogas'
Crafted by a master
1.00 Encumbrance.
Changes stats: +2 Str / +5 Dex / +4 Con
Critical mult.: +5.00%
Only die when reaching: -60.00 life
Light radius: +8A normal brass lantern, enhanced by alchemy to make it brighter.
Prox's Lucky Halfling Foot
Infused by nature
2.00 Encumbrance.[Unique]
Type: tool / misc ; tier 1When wielded/worn:
Defense: +5 (+5 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 10 power out of 30/30.Orb of Many Ways
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.
Type: gem / red ; tier 34 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 50 power out of 75/75.Gwai's Burninator
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: charm / rod ; tier 3It can be used to shoot a cone of flames (radius 5) for 470.00 fire damage (based on Magic)
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 25 power out of 25/25.Rod of Spydric Poison (1/1)
Infused by nature
2.00 Encumbrance.[Unique]
Type: charm / rodIt can be used to shoot a bolt of spydric poison out to range 8, dealing 669.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move
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.
Activation costs 10 power out of 10/10.It Which Writhes
Powered by unknown forces
0.00 Encumbrance.[Legendary]
Type: weird / tentacle ; tier 3When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con
Fully Charged!
Activating this item is instant.
It can be used to reduce the duration of all detrimental effects
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.
Type: charm / torque ; tier 4 Activation puts all charms on cooldown for 31 turns.overpowered stralite torque of clear mind [power 4] (31 cooldown)
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 4 Activation puts all charms on cooldown for 15 turns.stralite torque of gale force 'Yarygar' [power 350] (15 cooldown)
Infused by psionic forces
2.00 Encumbrance.
Defense: +30 (+18 eff.)
Changes stats: +4 Cun / +4 Wil
Changes resistances: +6% cold / +3% physical
Critical mult.: +20.00%
Life regen: +4.00
It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 350 physical damage
When used:
* Increase all damage by 24% for 2 turns.
Torques are made by powerful psionics to store psionic powers.
Type: charm / torque ; tier 4 Activation puts all charms on cooldown for 15 turns.stralite torque of mindblast [power 305] (15 cooldown)
Infused by psionic forces
2.00 Encumbrance.
Type: gem / violet ; tier 27 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.
Activation costs 35 power out of 35/35.Lightbringer's Wand
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 88 light damage (based on your Magic and Strength) to your foes within radius 5 each turn
Type: gem / white ; tier 3quartz
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 4amber
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.
Type: gem / yellow ; tier 17 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 18 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 110 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.