sun infusion of the warrior (rad 6; power 71; turns 5; dispels darkness)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 1



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 21

Travel Speed: instantaneous

Usage Speed: Standard ( 100% of a turn)

Is: a nature gift

Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36).

The light is so powerful it will also banish magical darkness

It will also blind any creatures caught inside (power 71) for 5 turns.

Its effects scale with your Strength 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 ability. sun infusion of the warrior (rad 6; power 71; turns 5; dispels darkness)

acid wave rune of the warrior (212 acid damage; disarm 5 turns with power 71)

Powered by arcane forces

0.10 Encumbrance.



Type: scroll / rune ; tier 2



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 27

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a spell

Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 212.04 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 71 vs. physical save).

The surge of natural acids will remove one detrimental magical effect from you.

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 ability. acid wave rune of the warrior (212 acid damage; disarm 5 turns with power 71)

manasurge rune of the titan (961% regen over 10 turns; 48 instant mana)

Powered by arcane forces

0.10 Encumbrance.



Type: scroll / rune ; tier 1



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 41

Travel Speed: instantaneous

Usage Speed: Spell ( 100% of a turn)

Is: a spell

Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 961% for 10 turns and instantly restoring 48 mana.

Also when resting your mana will regenerate at 0.5 per turn.

Its effects scale with your Constitution 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 ability. manasurge rune of the titan (961% regen over 10 turns; 48 instant mana)

vision rune of the titan (radius 9; dur 20; see demon)

Powered by arcane forces

0.10 Encumbrance.



Type: scroll / rune ; tier 2



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 46

Travel Speed: instantaneous

Usage Speed: Spell ( 100% of a turn)

Is: a spell

Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 18) for 20 turns.

Your mind will become more receptive for 20 turns, allowing you to sense any demon around.

Its effects scale with your Constitution 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 ability. vision rune of the titan (radius 9; dur 20; see demon)

Sealed Scroll of Last Hope

0.10 Encumbrance.



[Unique]

Type: scroll / scroll



It can be used to open the seal and read the message.



Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. Sealed Scroll of Last Hope

Withering Orbs

Infused by psionic forces

0.10 Encumbrance.



[Unique]

Type: jewelry / amulet ; tier 1



When wielded/worn:

Damage (Melee): 5 mind

Damage (Ranged): 5 mind

Mindpower: +5 (+2 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... Withering Orbs

enraging stralite amulet of murder

Crafted by a master

0.10 Encumbrance.



Type: jewelry / amulet ; tier 4



When wielded/worn:

Accuracy: +8 (+3 eff.)

Armour penetration: +14

Physical power: +8 (+2 eff.)

Changes damage: +7% physical

Critical mult.: +17.00%

Combat speed: +10%





Amulets can have magical properties. enraging stralite amulet of murder

Aerudin the stralite ring

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 4



When wielded/worn:

Accuracy: +11 (+4 eff.)

Fatigue: -8%

Effects on melee hit:

* 20 arcane resource burn

Changes stats: +8 Dex / +4 Mag / +7 Cun

Changes resistances: +15% acid / +5% arcane / +6% darkness / +9% nature

Spell save: +30 (+10 eff.)





Rings can have magical properties. Aerudin the stralite ring

Ring of Growth

Infused by nature

Crafted by a master

0.10 Encumbrance.



[Unique]

Type: jewelry / ring ; tier 2



When wielded/worn:

Changes stats: +4 Str / +4 Wil

Changes resistances: +10% nature

Changes damage: +8% nature / +8% physical

Physical save: +8 (+2 eff.)

Life regen: +0.15

Healing mod.: +20%





This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Ring of Growth

Vargh Redemption

Infused by nature

0.10 Encumbrance.



[Unique]

Type: jewelry / ring ; tier 2



When wielded/worn:

Changes stats: +6 Con / +4 Wil

Changes resistances: +10% nature / +25% cold

Changes damage: +15% cold

Maximum mana: +20.00

Maximum stamina: +20.00

Maximum psi: +20.00

Maximum air capacity: +50.00

It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.14 cold and 12.16 physical damage (based on Willpower) each turn and knocking opponents back, costing 48 power out of 60/60.



This azure ring seems to be always moist to the touch. Vargh Redemption

gold ring of blinding strikes

Powered by arcane forces

0.10 Encumbrance.



Type: jewelry / ring ; tier 3



When wielded/worn:

Effects on melee hit:

* 13% chance to blind

Damage (Melee): 23 light

Effects on ranged hit:

* 12% chance to blind

Damage (Ranged): 20 light





Rings can have magical properties. gold ring of blinding strikes

pixie's stralite ring of sensing

Powered by arcane forces

0.10 Encumbrance.



Type: jewelry / ring ; tier 4



When wielded/worn:

Changes stats: +4 Cun / +5 Mag

Blindness immunity: +40%

Spellpower: +9 (+2 eff.)

Infravision radius: +4

See stealth: +13

See invisible: +17





Rings can have magical properties. pixie's stralite ring of sensing

rogue's gold ring of blinding strikes

Powered by arcane forces

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 3



When wielded/worn:

Defense: +10 (+3 eff.)

Effects on melee hit:

* 15% chance to blind

Damage (Melee): 22 light

Effects on ranged hit:

* 15% chance to blind

Damage (Ranged): 23 light

Changes stats: +5 Cun





Rings can have magical properties. rogue's gold ring of blinding strikes

savage's copper ring of pilfering

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 1



When wielded/worn:

Accuracy: +8 (+3 eff.)

Armour penetration: +8

Defense: +8 (+3 eff.)

Changes stats: +2 Con

Spell save: +11 (+4 eff.)

Maximum stamina: +12.00

It can be used to activate talent Disengage, placing all other charms into a 8 cooldown :

Effective talent level: 2.0

Power cost: 8 out of 10/10.

Range: 7

Travel Speed: instantaneous

Description: Jump back up to 4 grids from your target, springing over any creatures in your way.

You must disengage in a nearly straight line directly away from your target (which you must be able to see).

After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).

The extra speed and maximum distance you can move are reduced by your Fatigue level.



Rings can have magical properties. savage's copper ring of pilfering

savage's gold ring of warding

Powered by arcane forces

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 3



When wielded/worn:

Changes stats: +2 Con

Changes resistances: +10% acid / +12% fire / +14% cold / +10% lightning

Spell save: +12 (+4 eff.)

Maximum stamina: +19.00





Rings can have magical properties. savage's gold ring of warding

savage's stralite ring of speed

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 4



When wielded/worn:

Accuracy: +8 (+3 eff.)

Defense: +9 (+3 eff.)

Changes stats: +3 Con

Spell save: +14 (+5 eff.)

Maximum stamina: +25.00

Movement speed: +13%

Activating this item is instant.

It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown :

Effective talent level: 3.9

Power cost: 32 out of 40/40.

Range: melee/personal

Travel Speed: instantaneous

Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns.



Rings can have magical properties. savage's stralite ring of speed

savior's gold ring of power

Powered by arcane forces

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 3



When wielded/worn:

Physical power: +6 (+1 eff.)

Physical save: +8 (+2 eff.)

Spell save: +7 (+3 eff.)

Mental save: +7 (+2 eff.)

Spellpower: +6 (+1 eff.)

Mindpower: +5 (+2 eff.)





Rings can have magical properties. savior's gold ring of power

treant's steel ring of blight (+6%)

Powered by arcane forces

Infused by nature

0.10 Encumbrance.



Type: jewelry / ring ; tier 2



When wielded/worn:

Changes resistances: +6% nature / +19% blight

Changes damage: +12% blight

Poison immunity: +11%

Disease immunity: +13%





Rings can have magical properties. treant's steel ring of blight (+6%)

Star (25-32.5 power, 20 apr)

Requires:

- Dexterity 24

- Cunning 24



Powered by arcane forces

1.00 Encumbrance.



[Unique]

Type: weapon / dagger ; tier 3



It is part of a set of items.

The star shines alone in a moonless sky.

Base power: 25.0 - 32.5

Uses stats: 45% Dex, 45% Str

Damage type: Physical

Accuracy bonus: +0.5% APR / acc

Armour Penetration: +20

Crit. chance: +20.0%

Attack speed: 100%

Damage (Melee): +20 light

When wielded/worn:

Changes damage: +10% light

Light radius: +1





Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Star (25-32.5 power, 20 apr)

Swordbreaker (25-32.5 power, 20 apr)

Requires:

- Dexterity 10

- Cunning 10



Crafted by a master

1.00 Encumbrance.



[Unique]

Type: weapon / dagger ; tier 3



Base power: 25.0 - 32.5

Uses stats: 50% Dex, 50% Cun

Damage type: Physical

Accuracy bonus: +0.5% APR / acc

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 (+4 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. Swordbreaker (25-32.5 power, 20 apr)

Crystalline Stralite longsword (41.25-57.75 power, 5 apr)

Requires:

- Strength 35



Powered by arcane forces

3.00 Encumbrance.



[Unique]

Type: weapon / longsword ; tier 4



It is part of a set of items.

Base power: 41.3 - 57.7

Uses stat: 100% Str

Damage type: Arcane

Mastery: Weapons Mastery

Accuracy bonus: +0.4% crit.pwr / acc

Armour Penetration: +5

Crit. chance: +4.5%

Attack speed: 100%

When wielded/worn:

Physical power: +12 (+2 eff.)

Changes stats: +3 Con / +3 Wil

Changes damage: +10% arcane

Spellpower: +12 (+2 eff.)

It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1.



Sharp, long, and deadly. Transformed with the power of the Spellblaze. Crystalline Stralite longsword (41.25-57.75 power, 5 apr)

quick stralite longsword of crippling (35-49 power, 5 apr)

Requires:

- Strength 35



Crafted by a master

3.00 Encumbrance.



Type: weapon / longsword ; tier 4



Base power: 35.0 - 49.0

Uses stat: 100% Str

Damage type: Physical

Mastery: Weapons Mastery

Accuracy bonus: +0.4% crit.pwr / acc

Armour Penetration: +5

Crit. chance: +4.5%

Attack speed: 111%

On weapon crit:

* cripple the target

When wielded/worn:

Accuracy: +10 (+3 eff.)

Physical crit. chance: +9.0%

Changes stats: +1 Dex





Sharp, long, and deadly. quick stralite longsword of crippling (35-49 power, 5 apr)

hateful stralite mace of massacre (46.5-65.1 power, 5 apr)

Requires:

- Strength 35



Crafted by a master

Infused by psionic forces

3.00 Encumbrance.



Type: weapon / mace ; tier 4



Base power: 46.5 - 65.1

Uses stat: 100% Str

Damage type: Physical

Mastery: Weapons Mastery

Accuracy bonus: +0.1% dam / acc

Armour Penetration: +5

Crit. chance: +2.5%

Attack speed: 100%

Damage (Melee): +5 darkness

Damage against: +9% Living





Blunt and deadly. hateful stralite mace of massacre (46.5-65.1 power, 5 apr)

thunderous stralite mace of rage (37.5-52.5 power, 5 apr)

Requires:

- Strength 35



Infused by nature

Crafted by a master

3.00 Encumbrance.



Type: weapon / mace ; tier 4



Base power: 37.5 - 52.5

Uses stat: 100% Str

Damage type: Physical

Mastery: Weapons Mastery

Accuracy bonus: +0.1% dam / acc

Armour Penetration: +5

Crit. chance: +2.5%

Attack speed: 100%

On weapon hit:

* 11% chance to daze at end of turn

When wielded/worn:

Accuracy: +7 (+2 eff.)

Changes stats: +5 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con

Changes resistances penetration: +9% lightning

Changes damage: +9% physical

Stamina when hit: +1.30





Blunt and deadly. thunderous stralite mace of rage (37.5-52.5 power, 5 apr)

Charged Focus (10-11 power, 24 apr, lightning damage)

Requires:

- Willpower 24



Infused by nature

Infused by psionic forces

3.00 Encumbrance.



[Unique]

Type: weapon / mindstar ; tier 3



It is part of a set of items.

You feel two unconnected psionic channels on this item.

Base power: 10.0 - 11.0

Uses stats: 40% Wil, 20% Cun

Damage type: Lightning

Mastery: Psiblades

Accuracy is based on willpower for this weapon.

Armour Penetration: +24

Crit. chance: +5.0%

Attack speed: 100%

When wielded/worn:

Changes resistances: +15% lightning

Changes resistances penetration: +9% lightning

Changes damage: +15% lightning

Talent mastery: +0.15 Psionic / Charged mastery

Talent granted: +1 Psionic Maelstrom

Mental save: +9 (+3 eff.)

Maximum psi: +30.00

Mindpower: +12 (+6 eff.)

Mental crit. chance: +6%





Electrical energies are focussed in the core of this mindstar. Charged Focus (10-11 power, 24 apr, lightning damage)

Psionic Fury (12-13.2 power, 25 apr, mind damage)

Requires:

- Willpower 24



Infused by nature

Infused by psionic forces

3.00 Encumbrance.



[Unique]

Type: weapon / mindstar ; tier 3



Base power: 12.0 - 13.2

Uses stats: 40% Wil, 20% Cun

Damage type: Mind

Mastery: Psiblades

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 (+5 eff.)

Mental crit. chance: +8%

It can be used to release a wave of psionic power, dealing 105.45 mind damage (based on Willpower) to all within radius 5, costing 32 power out of 40/40.



This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. Psionic Fury (12-13.2 power, 25 apr, mind damage)

This item will automatically be transmogrified when you leave the level.

pulsing mindstar of venom (13-14.3 power, 32 apr, nature damage)

Requires:

- Willpower 35



Infused by nature

3.00 Encumbrance.



Type: weapon / mindstar ; tier 4



It is part of a set of items.

This natural venom should be returned to the wyrm.

Base power: 13.0 - 14.3

Uses stats: 45% Wil, 25% Cun

Damage type: Nature

Mastery: Psiblades

Accuracy is based on willpower for this weapon.

Armour Penetration: +32

Crit. chance: +4.5%

Attack speed: 100%

When wielded/worn:

Damage when hit (Melee): 11 acid

Changes resistances: +7% acid

Changes resistances penetration: +8% acid

Changes damage: +14% acid

Life regen: +1.00

Mindpower: +8 (+4 eff.)

Mental crit. chance: +4%





Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.

Using mindstars in the offhand does not incur the normal offhand damage penalty. pulsing mindstar of venom (13-14.3 power, 32 apr, nature damage)

Armoroblek (20-24 power, 4 apr, fire element)

Requires:

- Magic 24



Powered by arcane forces

5.00 Encumbrance.



Type: weapon / staff ; tier 3

It must be held with both hands.



Base power: 20.0 - 24.0

Uses stat: 80% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +4

Crit. chance: +3.5%

Attack speed: 100%

On weapon hit:

* 40% chance to disease

* 40% chance to cause random gloom

Burst (radius 1) on hit: +12 mind / +28 blight

When wielded/worn:

Physical crit. chance: +8.0%

Damage (Melee): 19 arcane

Changes damage: +6% mind / +20% fire

Talent granted: +1 Command Staff

Maximum mana: +67.00

Spellpower: +16 (+3 eff.)

Spell crit. chance: +3%





Staves designed for wielders of magic, by the greats of the art. Armoroblek (20-24 power, 4 apr, fire element)

Eilinoyawe the Morningtreason (20-24 power, 4 apr, cold element)

Requires:

- Magic 24



Powered by arcane forces

5.00 Encumbrance.



[Random Unique]

Type: weapon / staff ; tier 3

It must be held with both hands.



Base power: 20.0 - 24.0

Uses stat: 80% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +4

Crit. chance: +3.5%

Attack speed: 100%

On weapon hit:

* 40% chance to corrode armour by 30%

Burst (radius 2) on crit: +4 acid / +4 light

When wielded/worn:

Armour: +8

Defense: +8 (+3 eff.)

Effects on melee hit:

* 30% chance to blind

Changes stats: +3 Mag / +5 Cun / +4 Con

Maximum wards: +3 cold

Changes damage: +6% acid / +20% cold / +9% light

Talents granted: +1 Command Staff +3 Ward

Critical mult.: +16.00%

Mana each turn: +0.19

Vim when firing critical spell: +5.00

Maximum mana: +39.00

Maximum vim: +31.00

Maximum neg.energy: +31.00

Spellpower: +9 (+2 eff.)

Spell crit. chance: +3%





Staves designed for wielders of magic, by the greats of the art. Eilinoyawe the Morningtreason (20-24 power, 4 apr, cold element)

Noonorder the dragonbone vilestaff (35-42 power, 6 apr, acid element)

Requires:

- Magic 48



Powered by arcane forces

5.00 Encumbrance.



[Random Unique]

Type: weapon / staff ; tier 5

It must be held with both hands.



Base power: 35.0 - 42.0

Uses stat: 80% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +6

Crit. chance: +5.0%

Attack speed: 100%

Burst (radius 1) on hit: +12 light

When wielded/worn:

Physical crit. chance: +14.0%

Damage (Melee): 45 arcane

Changes resistances: +3% light

Changes resistances penetration: +5% nature / +18% acid

Changes damage: +35% acid

Grants telepathy: Humanoid/Orc

Talent granted: +1 Command Staff

Hate when firing a critical mind attack: +3.00

Maximum mana: +55.00

Spellpower: +28 (+5 eff.)

Spell crit. chance: +5%

Mental crit. chance: +3%





Staves designed for wielders of magic, by the greats of the art. Noonorder the dragonbone vilestaff (35-42 power, 6 apr, acid element)

elven-wood magestaff 'Belitta' (25-30 power, 5 apr, lightning element)

Requires:

- Magic 35



Infused by nature

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: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +5

Crit. chance: +4.5%

Attack speed: 100%

When wielded/worn:

Defense: +13 (+4 eff.)

Effects on melee hit:

* 13% chance to blind

Changes resistances: +5% arcane

Changes damage: +25% lightning

Talent granted: +1 Command Staff

Physical save: +30 (+8 eff.)

Blindness immunity: +30%

Disarm immunity: +35%

Stun/Freeze immunity: +15%

Spellpower: +12 (+2 eff.)

Spell crit. chance: +4%

Light radius: +4

It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown :

Effective talent level: 2.0

Power cost: 5 out of 6/6.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: Creates a globe of pure light within a radius of 7 that illuminates the area.

At level 3, it also blinds all who see it (except the caster) for 3 turns.

At level 4, it also deals 53.10 light damage.



Staves designed for wielders of magic, by the greats of the art. elven-wood magestaff 'Belitta' (25-30 power, 5 apr, lightning element)

infernal yew magestaff of invocation (20-24 power, 4 apr, cold element)

Requires:

- Magic 24



Powered by arcane forces

5.00 Encumbrance.



Type: weapon / staff ; tier 3

It must be held with both hands.



Base power: 20.0 - 24.0

Uses stat: 80% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +4

Crit. chance: +3.5%

Attack speed: 100%

When wielded/worn:

Damage (Melee): 27 fire

Changes damage: +20% cold

Talent granted: +1 Command Staff

Critical mult.: +24.00%

Spellpower on spell critical (stacks up to 3 times): +6

Spellpower: +19 (+4 eff.)

Spell crit. chance: +3%

See invisible: +8

It can be used to conjure elemental energy in a radius 6 cone, dealing 43.26 to 51.91 cold damage, putting all charms on cooldown for 7 turns.



Staves designed for wielders of magic, by the greats of the art. infernal yew magestaff of invocation (20-24 power, 4 apr, cold element)

Trident of the Tides (80-112 power, 20 apr)

Requires:

- Strength 35



Infused by nature

3.00 Encumbrance.



[Unique]

Type: weapon / trident ; tier 4

It must be held with both hands.



Base power: 80.0 - 112.0

Uses stat: 140% Str

Damage type: Physical

Mastery: Exotic Weapons Mastery

Accuracy bonus: +0.1% dam / acc

Armour Penetration: +20

Crit. chance: +15.0%

Attack speed: 100%

When this weapon hits: Water Bolt (40% chance level 3).

Damage (Melee): +20 nature / +15 cold

When wielded/worn:

Accuracy: +10 (+3 eff.)

Changes resistances: +25% cold

Changes damage: +20% cold

Spell save: +18 (+6 eff.)

See invisible: +2

Talent on hit(spell): Water Bolt (20% chance level 3).

It can be used to activate talent Freeze (costing 48 power out of 150/150) :

Effective talent level: 3.0

Power cost: 48 out of 150/150.

Range: 10

Travel Speed: instantaneous

Is: a spell

Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 94.37.

If this is used on a friendly target the cooldown is halved.

The damage will increase with your Spellpower.



The power of the tides rush through this trident.

Tridents require the exotic weapons mastery talent to use correctly. Trident of the Tides (80-112 power, 20 apr)

Blood-Letter (33-46.2 power, 4.5 apr)

Requires:

- Strength 40

- Dexterity 24



Infused by nature

Crafted by a master

3.00 Encumbrance.



[Unique]

Type: weapon / waraxe ; tier 3



Base power: 33.0 - 46.2

Uses stat: 100% Str

Damage type: Physical

Mastery: Weapons Mastery

Accuracy bonus: +0.2% crit / acc

Armour Penetration: +4

Crit. chance: +7.0%

Attack speed: 100%

When this weapon hits: Ice Breath (15% chance level 2).

Damage conversion: 50% ice

When wielded/worn:

Armour: +20

Changes resistances penetration: +20% cold

Ice block penetration: +25%





A hand axe carved out of the most frozen parts of the northern wasteland. Blood-Letter (33-46.2 power, 4.5 apr)

Neira's Memory

Powered by arcane forces

1.00 Encumbrance.



[Unique]

Type: armor / belt ; tier 3



When wielded/worn:

Changes stats: +2 Cun / +5 Wil

Confusion immunity: +30%

Stun/Freeze immunity: +30%

Mana when firing critical spell: +3.00

It can be used to surround yourself with a magical shield (strength 220, based on Magic) for 10 turns, costing 16 power out of 20/20.



Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. Neira's Memory

monstrous hardened leather belt of recklessness

Infused by nature

Crafted by a master

1.00 Encumbrance.



Type: armor / belt ; tier 3



When wielded/worn:

Physical crit. chance: +4.0%

Physical power: +10 (+2 eff.)

Changes stats: +3 Str / +4 Con

Critical mult.: +6.00%

Physical save: +8 (+2 eff.)

Size category: +1





A belt that goes around your waist. monstrous hardened leather belt of recklessness

Grinizilahir the cashmere cloak (2 def, 0 armour)

Crafted by a master

2.00 Encumbrance.



Type: armor / cloak ; tier 3



When wielded/worn:

Defense: +2 (+1 eff.)

Changes stats: +4 Str / +2 Dex / +2 Cun / +2 Con

Spell save: +12 (+4 eff.)

Mana when firing critical spell: +2.00

Infravision radius: +3





A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Grinizilahir the cashmere cloak (2 def, 0 armour)

Evermoss Robe (12 def, 0 armour)

Infused by nature

2.00 Encumbrance.



[Unique]

Type: armor / cloth ; tier 4



When wielded/worn:

Defense: +12 (+4 eff.)

Damage when hit (Melee): 35 nature slow

Changes stats: +5 Wil

Changes resistances: +25% nature

Changes resistances penetration: +10% nature

Changes damage: +30% nature

Talent mastery: +0.10 Wild-gift / Moss

Physical save: +15 (+4 eff.)

Life regen: +0.20

Mindpower: +12 (+6 eff.)

Mental crit. chance: +5%

Healing mod.: +15%





This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. Evermoss Robe (12 def, 0 armour)

Spider-Silk Robe of Spydrë (10 def, 15 armour)

Infused by nature

2.00 Encumbrance.



[Unique]

Type: armor / cloth ; tier 3



When wielded/worn:

Armour: +15

Armour Hardiness: +30%

Defense: +10 (+3 eff.)

Damage when hit (Melee): 20 poison / 20 nature slow

Changes stats: +4 Wil / +5 Con

Changes resistances: +30% nature

Changes damage: +10% acid / +10% nature / +10% mind

Physical save: +10 (+3 eff.)

Spell save: +10 (+4 eff.)

Mindpower: +10 (+5 eff.)

Mental crit. chance: +5%





This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. Spider-Silk Robe of Spydrë (10 def, 15 armour)

Lisuriana (16 def, 10 armour)

Requires:

- Talent Heavy Armour Training



Crafted by a master

3.00 Encumbrance.



Type: armor / feet ; tier 3



When wielded/worn:

Armour: +10

Defense: +16 (+5 eff.)

Ranged Defense: +16 (+6 eff.)

Fatigue: +3%

Changes resistances: +9% cold / +15% darkness / +5% arcane

Reduces incoming crit damage: 10.00%

Physical save: +6 (+2 eff.)

Spell save: +9 (+3 eff.)





Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Lisuriana (16 def, 10 armour)

Smolderblood (0 def, 4 armour)

Requires:

- Talent Heavy Armour Training



Crafted by a master

3.00 Encumbrance.



Type: armor / feet ; tier 3



When wielded/worn:

Armour: +4

Fatigue: +3%

Damage when hit (Melee): 16 fire

Changes resistances: +6% fire

Changes resistances penetration: +10% light / +25% fire

Changes damage: +6% fire

Stamina each turn: +0.60

Maximum stamina: +18.00





Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Smolderblood (0 def, 4 armour)

Wanderer's Rest (4 def, 0 armour)

Infused by psionic forces

0.00 Encumbrance.



[Unique]

Type: armor / feet ; tier 3



When wielded/worn:

Defense: +4 (+1 eff.)

Fatigue: -10%

Changes stats: +3 Dex

Changes resistances: +5% physical

Talent mastery: +0.20 Psionic / Augmented mobility

Pinning immunity: +100%

Movement speed: +10%

It can be used to activate talent Telekinetic Leap (costing 16 power out of 20/20) :

Effective talent level: 3.0

Power cost: 16 out of 20/20.

Range: 6

Travel Speed: instantaneous

Is: a mind power

Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away.



These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. Wanderer's Rest (4 def, 0 armour)

wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour)

Requires:

- Talent Heavy Armour Training



Powered by arcane forces

Crafted by a master

3.00 Encumbrance.



Type: armor / feet ; tier 3



When wielded/worn:

Armour: +4

Fatigue: +3%

Changes stats: +2 Cun / +3 Con

Physical save: +16 (+4 eff.)

Mental save: +14 (+4 eff.)

Movement speed: +20%





Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. wanderer's pair of dwarven-steel boots of speed (0 def, 4 armour)

Gloves of the Firm Hand (0 def, 8 armour)

Crafted by a master

1.00 Encumbrance.



[Unique]

Type: armor / hands ; tier 3



When wielded/worn:

Armour: +8

Changes stats: +4 Con

Talent cooldown: Clinch ( -2 turns)

Disarm immunity: +40%

Stun/Freeze immunity: +30%

Knockback immunity: +30%





These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. Gloves of the Firm Hand (0 def, 8 armour)

Issethel (0 def, 6 armour)

Requires:

- Talent Heavy Armour Training



Crafted by a master

1.50 Encumbrance.



Type: armor / hands ; tier 3



When wielded/worn:

Armour: +6

Changes stats: +3 Con

Changes resistances: +6% fire

Critical mult.: +9.00%

Physical save: +16 (+4 eff.)

Spell save: +9 (+3 eff.)

Mental save: +8 (+2 eff.)

Disarm immunity: +23%

Activating this item is instant.

It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown :

Effective talent level: 3.9

Power cost: 24 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.



Metal gloves protecting the hands up to the middle of the lower arm. Issethel (0 def, 6 armour)

dwarven-steel gauntlets 'Gunidig' (0 def, 2 armour)

Requires:

- Talent Heavy Armour Training



Infused by psionic forces

1.50 Encumbrance.



Type: armor / hands ; tier 3



When wielded/worn:

Accuracy: +7 (+2 eff.)

Armour: +2

Changes resistances penetration: +20% arcane

Grants telepathy: Demon/Minor Demon/Major

Physical save: +8 (+2 eff.)

Spell save: +15 (+5 eff.)

Mental save: +7 (+2 eff.)

Disarm immunity: +34%

Mana each turn: +0.16

Vim when firing critical spell: +5.00

Heals friendly targets nearby when you use a nature summon: +20





Metal gloves protecting the hands up to the middle of the lower arm. dwarven-steel gauntlets 'Gunidig' (0 def, 2 armour)

Glorovea the Stormhash (9 def, 4 armour)

Requires:

- Talent Heavy Armour Training



Infused by psionic forces

3.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Physical power: +8 (+2 eff.)

Armour: +4

Defense: +9 (+3 eff.)

Ranged Defense: +9 (+3 eff.)

Fatigue: +4%

Damage when hit (Melee): 20 lightning

Changes stats: +2 Dex

Changes resistances: +11% mind

Mental save: +19 (+6 eff.)

Confusion immunity: +26%





A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Glorovea the Stormhash (9 def, 4 armour)

Hanirab (11 def, 0 armour)

Infused by nature

2.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Defense: +11 (+4 eff.)

Ranged Defense: +9 (+3 eff.)

Changes stats: +5 Dex

Changes resistances: +5% arcane / +15% physical

Changes damage: +33% physical

Physical save: +30 (+8 eff.)

Maximum stamina: +25.00





A pointy cloth hat, very wizardly... Hanirab (11 def, 0 armour)

Rherarion the dwarven-steel helm (0 def, 4 armour)

Requires:

- Talent Heavy Armour Training



Crafted by a master

3.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Armour: +4

Fatigue: +4%

Effects on melee hit:

* 30% chance to gain 10% of a turn (3/turn limit)

* 30% chance to corrode armour by 30%

Damage when hit (Melee): 16 temporal / 8 physical

Changes stats: +4 Str

Changes resistances: +6% acid

Changes resistances penetration: +20% acid

It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown :

Effective talent level: 3.0

Power cost: 16 out of 20/20.

Range: melee/personal

Travel Speed: instantaneous

Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 443.2 Physical damage.

If the attack hits, the target is confused (38% effect) for 5 turns.

Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.

Confusion power and chance increase with your Dexterity and Accuracy.



A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Rherarion the dwarven-steel helm (0 def, 4 armour)

Shockbright the cashmere wizard hat (2 def, 0 armour)

Crafted by a master

2.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Physical power: +8 (+2 eff.)

Defense: +2 (+1 eff.)

Effects on melee hit:

* 30% chance to daze at end of turn

Changes stats: +7 Wil

Changes resistances penetration: +20% lightning

Physical save: +14 (+4 eff.)

Healing mod.: +15%





A pointy cloth hat, very wizardly... Shockbright the cashmere wizard hat (2 def, 0 armour)

Tyvor the Lighttouch (0 def, 4 armour)

Requires:

- Talent Heavy Armour Training



Crafted by a master

3.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Armour: +4

Fatigue: +4%

Effects on melee hit:

* 40% chance to gain 10% of a turn (3/turn limit)

Damage when hit (Melee): 8 light

Changes stats: +4 Con

Changes resistances: +12% temporal

Changes resistances penetration: +25% light

Changes damage: +6% light





A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Tyvor the Lighttouch (0 def, 4 armour)

dragonslayer's iron helm of knowledge (0 def, 3 armour)

Requires:

- Talent Heavy Armour Training



Infused by nature

Infused by psionic forces

3.00 Encumbrance.



Type: armor / head ; tier 1



When wielded/worn:

Armour: +3

Fatigue: +5%

Changes stats: +3 Cun / +2 Wil

Changes resistances: +6% acid / +5% fire / +6% cold / +6% lightning

Mindpower: +3 (+1 eff.)





A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. dragonslayer's iron helm of knowledge (0 def, 3 armour)

insulating dwarven-steel helm of sanctity (0 def, 4 armour)

Requires:

- Talent Heavy Armour Training



Powered by arcane forces

Crafted by a master

3.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Armour: +4

Fatigue: +4%

Changes resistances: +8% blight / +7% cold / +9% darkness / +7% fire

Spell save: +8 (+3 eff.)

Mental save: +8 (+2 eff.)

Activating this item is instant.

It can be used to activate talent Circle of Sanctity, placing all other charms into a 24 cooldown :

Effective talent level: 4.0

Power cost: 24 out of 30/30.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns.



A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. insulating dwarven-steel helm of sanctity (0 def, 4 armour)

Rogue Plight (6 def, 7 armour)

Requires:

- Strength 22



Crafted by a master

9.00 Encumbrance.



[Unique]

Type: armor / light ; tier 3



When wielded/worn:

Armour: +7

Defense: +6 (+2 eff.)

Fatigue: +7%

Changes stats: +4 Con / +5 Wil

Changes resistances: +35% nature

Reduces incoming crit damage: 30.00%

Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns.





No rogue blades shall incapacitate the wearer of this armour. Rogue Plight (6 def, 7 armour)

The Untouchable (14 def, 12 armour)

Requires:

- Strength 16



Powered by arcane forces

9.00 Encumbrance.



[Unique]

Type: armor / light ; tier 3



When wielded/worn:

Armour penetration: +10

Armour: +12

Defense: +14 (+5 eff.)

Changes stats: +8 Cun

When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.





This rugged jacket is the subject of many a rural legend.

Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.

All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. The Untouchable (14 def, 12 armour)

Borfast's Cage (10 def, 20 armour)

Requires:

- Strength 35

- Talent Heavy Armour Training (level 3)



Crafted by a master

17.00 Encumbrance.



[Unique]

Type: armor / massive ; tier 3



When wielded/worn:

Armour: +20

Defense: +10 (+3 eff.)

Fatigue: +24%

Changes stats: +5 Con

Changes resistances: -15% acid / +15% physical

Reduces opponents crit chance: 20%

Physical save: +15 (+4 eff.)

Knockback immunity: +30%

Life regen: +2.00

Maximum life: +50.00





Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface.

Though clearly a powerful piece, it must once have been much greater. Borfast's Cage (10 def, 20 armour)

Cuirass of the Thronesmen (20 def, 32 armour)

Requires:

- Strength 44

- Talent Heavy Armour Training (level 3)



Crafted by a master

17.00 Encumbrance.



[Unique]

Type: armor / massive ; tier 4



When wielded/worn:

Armour: +32

Armour Hardiness: +10%

Defense: +20 (+7 eff.)

Fatigue: +15%

Changes stats: +6 Con

Changes resistances: +25% darkness / +25% fire

Physical save: +40 (+10 eff.)

Stun/Freeze immunity: +40%

Knockback immunity: +40%

Healing mod.: -30%





This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. Cuirass of the Thronesmen (20 def, 32 armour)

radiant dwarven-steel plate armour of clarity (5 def, 11 armour)

Requires:

- Strength 35

- Talent Heavy Armour Training (level 3)



Infused by nature

Infused by psionic forces

17.00 Encumbrance.



Type: armor / massive ; tier 3



When wielded/worn:

Armour: +11

Defense: +5 (+2 eff.)

Fatigue: +24%

Damage when hit (Melee): 7 light

Changes stats: +4 Wil

Changes resistances: +10% blight / +16% darkness / +7% mind

Mental save: +14 (+4 eff.)

Light radius: +2





A suit of armour made of metal plates. radiant dwarven-steel plate armour of clarity (5 def, 11 armour)

rejuvenating stralite plate armour of Eyal (7 def, 13 armour)

Requires:

- Strength 48

- Talent Heavy Armour Training (level 3)



Infused by nature

17.00 Encumbrance.



Type: armor / massive ; tier 4



When wielded/worn:

Armour: +13

Defense: +7 (+2 eff.)

Fatigue: +26%

Life regen: +6.20

Stamina each turn: +0.90

Maximum life: +45.00

Healing mod.: +26%





A suit of armour made of metal plates. rejuvenating stralite plate armour of Eyal (7 def, 13 armour)

Black Mesh (8 def, 2 armour, 40-48 power, 120 block)

Requires:

- Strength 20

- Talent Heavy Armour Training (level 2)



Infused by nature

7.00 Encumbrance.



[Unique]

Type: armor / shield ; tier 3



When used to attack (with talents):

Base power: 40.0 - 48.0

Uses stat: 100% Str

Damage type: Physical

Accuracy bonus: +2.5% procs dam / acc

Crit. chance: +5.0%

Block value: +120

When wielded/worn:

Armour: +2

Defense: +8 (+3 eff.)

Ranged Defense: +8 (+3 eff.)

Fatigue: +6%

Changes stats: +5 Wil

Changes resistances: +25% blight / +25% darkness

Talent granted: +3 Block

Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it





Black, 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. Black Mesh (8 def, 2 armour, 40-48 power, 120 block)

Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)

Requires:

- Talent Heavy Armour Training (level 2)



Powered by arcane forces

7.00 Encumbrance.



[Unique]

Type: armor / shield ; tier 4



When used to attack (with talents):

Base power: 40.0 - 48.0

Uses stat: 100% Str

Damage type: Physical

Accuracy bonus: +2.5% procs dam / acc

Crit. chance: +5.0%

Block value: +180

When wielded/worn:

Armour: +25

Defense: +5 (+2 eff.)

Ranged Defense: +10 (+4 eff.)

Fatigue: +12%

Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning

Talent granted: +4 Block

Special effect on block: 30% chance of petrifying the attacker.





This gigantic shield has a stone eye embedded in it. Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)

178 alchemist agate

0.00 Encumbrance.



Type: alchemist-gem / black ; tier 1



When used as an alchemist bomb:

Bomb damage +5%





Gems can be sold for money or used in arcane rituals. 178 alchemist agate

5 onyx

0.00 Encumbrance.



Type: gem / black ; tier 3



When wielded/worn:

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: Acid





Gems can be sold for money or used in arcane rituals. 5 onyx

3 aquamarine

0.00 Encumbrance.



Type: gem / blue ; tier 2



When wielded/worn:

Armour: +2

Changes resistances: +2% all

When used to imbue an object:

Armour: +2

Changes resistances: +2% all

Latent Damage Type: Lightning





Gems can be sold for money or used in arcane rituals. 3 aquamarine

lapis lazuli

0.00 Encumbrance.



Type: gem / blue ; tier 3



When wielded/worn:

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: Lightning





Gems can be sold for money or used in arcane rituals. lapis lazuli

opal

0.00 Encumbrance.



Type: gem / blue ; tier 2



When wielded/worn:

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: Lightning





Gems can be sold for money or used in arcane rituals. opal

2 sapphire

0.00 Encumbrance.



Type: gem / blue ; tier 4



When wielded/worn:

Defense: +8 (+3 eff.)

Physical save: +8 (+2 eff.)

Spell save: +8 (+3 eff.)

Mental save: +8 (+2 eff.)

When used to imbue an object:

Defense: +8 (+3 eff.)

Physical save: +8 (+2 eff.)

Spell save: +8 (+3 eff.)

Mental save: +8 (+2 eff.)

Latent Damage Type: Lightning





Gems can be sold for money or used in arcane rituals. 2 sapphire

3 topaz

0.00 Encumbrance.



Type: gem / blue ; tier 2



When wielded/worn:

Defense: +4 (+1 eff.)

Physical save: +4 (+1 eff.)

Spell save: +4 (+2 eff.)

Mental save: +4 (+1 eff.)

When used to imbue an object:

Defense: +4 (+1 eff.)

Physical save: +4 (+1 eff.)

Spell save: +4 (+2 eff.)

Mental save: +4 (+1 eff.)

Latent Damage Type: Lightning





Gems can be sold for money or used in arcane rituals. 3 topaz

Tooth of the Mouth (dig speed 12 turns)

Powered by unknown forces

3.00 Encumbrance.



[Unique]

Type: tool / digger ; tier 1



When wielded/worn:

Armour penetration: +5

Damage when hit (Melee): 15 blight

Changes damage: +4% blight

When carried:

Talent granted: +1 Dig





A huge tooth taken from the Mouth, in the Deep Bellow. Tooth of the Mouth (dig speed 12 turns)

5 emerald

0.00 Encumbrance.



Type: gem / green ; tier 3



When wielded/worn:

Armour: +3

Changes resistances: +3% all

When used to imbue an object:

Armour: +3

Changes resistances: +3% all

Latent Damage Type: Nature





Gems can be sold for money or used in arcane rituals. 5 emerald

jade

0.00 Encumbrance.



Type: gem / green ; tier 4



When wielded/worn:

Armour: +4

Changes resistances: +4% all

When used to imbue an object:

Armour: +4

Changes resistances: +4% all

Latent Damage Type: Nature





Gems can be sold for money or used in arcane rituals. jade

3 turquoise

0.00 Encumbrance.



Type: gem / green ; tier 4



When wielded/worn:

See stealth: +10

See invisible: +10

When used to imbue an object:

See stealth: +10

See invisible: +10

Latent Damage Type: Nature





Gems can be sold for money or used in arcane rituals. 3 turquoise

Heart of Poosh

Infused by nature

5.00 Encumbrance.



[Unique]

Type: misc / land



When carried:

Changes damage: +2% all

It can be used to natural balance, costing 80 power out of 100/100.



The very heart of the lost land of Poosh. What did Kelad need with it? Heart of Poosh

Eldritch Pearl

Powered by arcane forces

0.00 Encumbrance.



[Unique]

Type: lite / lite



When wielded/worn:

Physical power: +12 (+2 eff.)

Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck

Allows you to breathe in: water

Spellpower: +12 (+2 eff.)

Light radius: +6

It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) :

Effective talent level: 4.0

Power cost: 64 out of 150/150.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.94 cold damage and 11.97 physical damage to all inside, as well as knocking back targets each turn.

The tidal wave lasts for 4 turns.

All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.

The damage and duration will increase with your Spellpower.



Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. Eldritch Pearl

preserving alchemist's lamp of focus

Infused by nature

Infused by psionic forces

1.00 Encumbrance.



Type: lite / lite ; tier 3



When wielded/worn:

Changes stats: +2 Con / +5 Wil

Changes resistances: +10% blight

Changes damage: +6% mind

Life regen: +2.50

Light radius: +3





A normal brass lantern, enhanced by alchemy to make it brighter. preserving alchemist's lamp of focus

scorching alchemist's lamp of corpselight

Powered by arcane forces

1.00 Encumbrance.



Type: lite / lite ; tier 3



When wielded/worn:

Damage when hit (Melee): 20 fire

Changes resistances: +10% blight / +7% fire / +8% darkness

Spellpower: +4 (+1 eff.)

Spell crit. chance: +4%

Light radius: +3

Infravision radius: +4

See invisible: +8

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 24 cooldown :

Effective talent level: 1.0

Power cost: 24 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 7 turns, and deals 26 blight damage or heals 35 life.

Creatures standing in the retch also have 5% 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.



A normal brass lantern, enhanced by alchemy to make it brighter. scorching alchemist's lamp of corpselight

Blood-Runed Athame

1.00 Encumbrance.



[Plot Item]

Type: misc / misc







An athame, covered in blood runes. It radiates power. Blood-Runed Athame

Orb of Many Ways

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: orb / orb



It can be used to activate a portal, costing 8 power out of 30/30.



The orb projects images of distant places, some that seem to be not of this world, switching rapidly.

If used near a portal it could probably activate it. Orb of Many Ways

Scrying Orb

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: orb / orb



When carried:





This orb will automatically identify items you find. Scrying Orb

4 garnet

0.00 Encumbrance.



Type: gem / red ; tier 3



When wielded/worn:

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: Fire





Gems can be sold for money or used in arcane rituals. 4 garnet

2 ruby

0.00 Encumbrance.



Type: gem / red ; tier 4



When wielded/worn:

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: Fire





Gems can be sold for money or used in arcane rituals. 2 ruby

Gwai's Burninator

Powered by arcane forces

2.00 Encumbrance.



[Unique]

Type: charm / rod ; tier 3



It can be used to shoot a cone of flames (radius 5) for 467.28 fire damage (based on Magic), costing 40 power out of 75/75.



Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. Gwai's Burninator

Rod of Recall (2/2)

Powered by unknown forces

2.00 Encumbrance.



[Plot Item]

Type: charm / rod



It can be used to recall the user to the worldmap after 40 turns, costing 162 power out of 400/400.



This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.

You have heard of such items before. They are very useful to adventurers, allowing faster travel. Rod of Recall (2/2)

Transmogrification Chest

Powered by unknown forces

2.00 Encumbrance.



[Plot Item]

Type: chest / sher'tul



When carried:

It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.



This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.

The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.



When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.

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. Transmogrification Chest

psionic dwarven-steel torque of thermal psionic shield [power 67] (16 cooldown)

Infused by psionic forces

2.00 Encumbrance.



Type: charm / torque ; tier 3



It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 67 for 7 turns, putting all charms on cooldown for 16 turns.

When used:

100% chance to regenerate 5 psi.





Torques are made by powerful psionics to store psionic powers. psionic dwarven-steel torque of thermal psionic shield [power 67] (16 cooldown)

elven-wood totem of cure ailments 'Getirek' [power 4] (8 cooldown)

Infused by nature

2.00 Encumbrance.



[Random Unique]

Type: charm / totem ; tier 4



When wielded/worn:

Changes stats: +3 Mag

Maximum wards: +4 acid / +4 nature / +2 light

Changes resistances penetration: +10% blight

Changes damage: +6% arcane

Talent granted: +1 Ward

Critical mult.: +10.00%

Spell save: +9 (+3 eff.)

Mana when firing critical spell: +2.00

It can be used to remove up to 4 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 8 turns.

When used:

100% chance to regenerate 13 equilibrium.





Natural totems are made by powerful wilders to store nature power. elven-wood totem of cure ailments 'Getirek' [power 4] (8 cooldown)

rushing elven-wood totem of thorny skin [power 53] (16 cooldown)

Infused by nature

2.00 Encumbrance.



Type: charm / totem ; tier 4



When wielded/worn:

Talent cooldown: Rushing Claws ( -1 turn)

Talent granted: +3 Rushing Claws

It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60%, putting all charms on cooldown for 16 turns.



Natural totems are made by powerful wilders to store nature power. rushing elven-wood totem of thorny skin [power 53] (16 cooldown)

2 amethyst

0.00 Encumbrance.



Type: gem / violet ; tier 2



When wielded/worn:

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: Arcane





Gems can be sold for money or used in arcane rituals. 2 amethyst

Glowbreeze the yew wand of conjuration [power 295] (8 cooldown)

Powered by arcane forces

2.00 Encumbrance.



Type: charm / wand ; tier 3



When wielded/worn:

Effects on melee hit:

* 30% chance to blind

Changes resistances: +18% light

Changes damage: +12% light / +9% nature

Light radius: +3

It can be used to fire a bolt of a random element with (base) damage 148 to 295, putting all charms on cooldown for 8 turns.

When used:

100% chance to regenerate 6 negative energy.





Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Glowbreeze the yew wand of conjuration [power 295] (8 cooldown)

ash wand of firewall [power 113] (5 cooldown)

Powered by arcane forces

2.00 Encumbrance.



Type: charm / wand ; tier 2



It can be used to creates a wall of flames lasting 4 turns (dealing 133 fire damage overall), putting all charms on cooldown for 5 turns.



Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. ash wand of firewall [power 113] (5 cooldown)

elven-wood wand of clairvoyance 'Salora' [power 12] (5 cooldown)

Powered by arcane forces

2.00 Encumbrance.



[Random Unique]

Type: charm / wand ; tier 4



When wielded/worn:

Changes stats: +3 Str / +2 Mag / +2 Cun / +2 Con

Changes resistances penetration: +5% acid

Talent cooldown: Strike ( -1 turn)

Talent granted: +4 Strike

It can be used to reveal the area around you, dispelling darkness (radius 12, power 65 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns.

When used:

100% chance to regenerate 10 mana.





Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. elven-wood wand of clairvoyance 'Salora' [power 12] (5 cooldown)

overpowered elven-wood wand of clairvoyance [power 18] (8 cooldown)

Powered by arcane forces

2.00 Encumbrance.



Type: charm / wand ; tier 4



It can be used to reveal the area around you, dispelling darkness (radius 18, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns.



Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. overpowered elven-wood wand of clairvoyance [power 18] (8 cooldown)

volcanic ash wand of conjuration [power 163] (8 cooldown)

Powered by arcane forces

2.00 Encumbrance.



Type: charm / wand ; tier 2



When wielded/worn:

Talent cooldown: Volcano ( -2 turns)

Talent granted: +2 Volcano

It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 8 turns.



Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. volcanic ash wand of conjuration [power 163] (8 cooldown)

4 quartz

0.00 Encumbrance.



Type: gem / white ; tier 3



When wielded/worn:

Stun/Freeze immunity: +30%

When used to imbue an object:

Stun/Freeze immunity: +30%

Latent Damage Type: Cold





Gems can be sold for money or used in arcane rituals. 4 quartz