heroism infusion (+5 for 10 turns, die at -595)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 3



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 20

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a nature gift

Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns.

While Heroism is active, you will only die when reaching -595 life. However, when below 0 you cannot see how much life you have left.

It will always increase your three highest stats.

If your life is below 0 when this effect wears off it will be set to 1.

It can be used to inscribe your skin with the infusion.



Natural infusions may be grafted onto your body, granting you an on-demand ability. heroism infusion (+5 for 10 turns, die at -595)

heroism infusion of the psychic (+13 for 8 turns, die at -501)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 3



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 25

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a nature gift

Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns.

While Heroism is active, you will only die when reaching -501 life. However, when below 0 you cannot see how much life you have left.

It will always increase your three highest stats.

If your life is below 0 when this effect wears off it will be set to 1.

Its effects scale with your Willpower 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. heroism infusion of the psychic (+13 for 8 turns, die at -501)

heroism infusion of the wizard (+16 for 11 turns, die at -854)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 3



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 21

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a nature gift

Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns.

While Heroism is active, you will only die when reaching -854 life. However, when below 0 you cannot see how much life you have left.

It will always increase your three highest stats.

If your life is below 0 when this effect wears off it will be set to 1.

Its effects scale with your Magic 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. heroism infusion of the wizard (+16 for 11 turns, die at -854)

movement infusion (501% speed; 6 turns)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 2



When inscribed on your body:

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 nature gift

Description: Activate the infusion to increase movement speed by 501% for 1 game turn.

Any actions other than movement will cancel the effect.

Also prevent stuns, dazes and pinning effects for 6 turns.

Note: since you will be moving very fast, game turns will pass very slowly.

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. movement infusion (501% speed; 6 turns)

movement infusion of the titan (508% speed; 4 turns)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 2



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 19

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a nature gift

Description: Activate the infusion to increase movement speed by 508% for 1 game turn.

Any actions other than movement will cancel the effect.

Also prevent stuns, dazes and pinning effects for 4 turns.

Note: since you will be moving very fast, game turns will pass very slowly.

Its effects scale with your Constitution 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. movement infusion of the titan (508% speed; 4 turns)

movement infusion of the wizard (699% speed; 6 turns)

Infused by nature

0.10 Encumbrance.



Type: scroll / infusion ; tier 2



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 20

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a nature gift

Description: Activate the infusion to increase movement speed by 699% for 1 game turn.

Any actions other than movement will cancel the effect.

Also prevent stuns, dazes and pinning effects for 6 turns.

Note: since you will be moving very fast, game turns will pass very slowly.

Its effects scale with your Magic 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. movement infusion of the wizard (699% speed; 6 turns)

regeneration infusion (heal 514 over 5 turns)

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: 17

Travel Speed: instantaneous

Usage Speed: Standard ( 100% of a turn)

Is: a nature gift

Description: Activate the infusion to heal yourself for 514 life over 5 turns.

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. regeneration infusion (heal 514 over 5 turns)

wild infusion of the titan (resist 25%; cure magical, physical)

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: 15

Travel Speed: instantaneous

Usage Speed: Instant ( 0% of a turn)

Is: a nature gift

Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 25% for 7 turns.



Also removes cross-tier effects of the affected types for free.

Its effects scale with your Constitution 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. wild infusion of the titan (resist 25%; cure magical, physical)

phase door rune of the titan (range 10; power 28; dur 3)

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: 9

Travel Speed: instantaneous

Usage Speed: Spell ( 100% of a turn)

Is: a spell

Description: Activate the rune to teleport randomly in a range of 10.

Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%.

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. phase door rune of the titan (range 10; power 28; dur 3)

shielding rune of the psychic (absorb 292 for 4 turns)

Powered by arcane forces

0.10 Encumbrance.



Type: scroll / rune ; tier 2



When inscribed on your body:

Effective talent level: 1.0

Use mode: Activated

Range: melee/personal

Cooldown: 18

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 292 damage for 4 turns.

Its effects scale with your Willpower 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. shielding rune of the psychic (absorb 292 for 4 turns)

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

Garkul's Teeth

Crafted by a master

0.10 Encumbrance.



[Unique]

Type: jewelry / amulet ; tier 5



It is part of a set of items.

Another of Garkul's heirlooms would bring out his spirit.

When wielded/worn:

Changes stats: +10 Str / +6 Con

Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault

Physical save: +18 (+6 eff.)

Mental save: +18 (+6 eff.)

Pinning immunity: +100%

It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) :

Effective talent level: 4.0

Power cost: 10 out of 48/48.

Range: melee/personal

Travel Speed: instantaneous

Description: Release a powerful shout, doing 199.52 physical damage in a radius 7 cone in front of you.

At level 5 the shout is so strong it shatters all incomming projectiles caught inside.

The damage increases with your Strength.



Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. Garkul's Teeth

The Black Core

Powered by arcane forces

0.10 Encumbrance.



[Unique]

Type: jewelry / amulet ; tier 2



When wielded/worn:

Changes resistances: +15% darkness

Talent mastery: +0.20 Corruption / Black-magic

Blindness immunity: +100%

Only die when reaching: -100.00 life

Spellpower: +0 (+0 eff.)

Infravision radius: +6

Shadow Power: +5

Grants spellpower equal to your Shadow Power.





"Lock your soul away, and death will never reach you." The Black Core

clarifying steel amulet of dexterity (+4)

Infused by nature

0.10 Encumbrance.



Type: jewelry / amulet ; tier 2



When wielded/worn:

Changes stats: +4 Dex

Changes resistances: +12% mind

Confusion immunity: +25%





Amulets can have magical properties. clarifying steel amulet of dexterity (+4)

copper amulet of magic (+3)

Powered by arcane forces

0.10 Encumbrance.



Type: jewelry / amulet ; tier 1



When wielded/worn:

Changes stats: +3 Mag





Amulets can have magical properties. copper amulet of magic (+3)

copper amulet of willpower (+3)

Infused by nature

0.10 Encumbrance.



Type: jewelry / amulet ; tier 1



When wielded/worn:

Changes stats: +3 Wil





Amulets can have magical properties. copper amulet of willpower (+3)

protective steel amulet of murder

Crafted by a master

0.10 Encumbrance.



Type: jewelry / amulet ; tier 2



When wielded/worn:

Accuracy: +6 (+2 eff.)

Armour penetration: +5

Physical crit. chance: +4.0%

Armour: +4

Defense: +5 (+1 eff.)

Changes resistances cap: +3% all

Critical mult.: +11.00%

Physical save: +9 (+3 eff.)





Amulets can have magical properties. protective steel amulet of murder

steel amulet 'Flashtrial'

Powered by arcane forces

0.10 Encumbrance.



Type: jewelry / amulet ; tier 2



When wielded/worn:

Changes stats: +1 Dex

Changes resistances: +3% light

Teleport immunity: +50%

Only die when reaching: -60.00 life

It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns.



Amulets can have magical properties. steel amulet 'Flashtrial'

wanderer's steel amulet of vision

Infused by nature

Crafted by a master

0.10 Encumbrance.



Type: jewelry / amulet ; tier 2



When wielded/worn:

Fatigue: -4%

Changes stats: +4 Dex / +5 Cun / +4 Con

Blindness immunity: +13%

Life regen: +0.40

Stamina each turn: +0.50

Infravision radius: +3

Sight radius: +2

See invisible: +6

Movement speed: +10%





Amulets can have magical properties. wanderer's steel amulet of vision

wanderer's voratun amulet of mastery (0.37 Chronomancy / Temporal Combat)

Crafted by a master

0.10 Encumbrance.



Type: jewelry / amulet ; tier 5



When wielded/worn:

Fatigue: -7%

Changes stats: +8 Dex / +6 Cun / +5 Con

Talent mastery: +0.37 Chronomancy / Temporal Combat

Life regen: +0.90

Stamina each turn: +0.70

Movement speed: +10%





Amulets can have magical properties. wanderer's voratun amulet of mastery (0.37 Chronomancy / Temporal Combat)

Orb of Many Ways

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: jewelry / orb



It can be used to activate a portal, costing 10 power out of 30/30.



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

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

Glory of the Pride

Crafted by a master

0.10 Encumbrance.



[Unique]

Type: jewelry / ring ; tier 5



When wielded/worn:

Accuracy: +10 (+3 eff.)

Physical power: +10 (+2 eff.)

Armour: +10

Armour Hardiness: +20%

Defense: +5 (+1 eff.)

Fatigue: -15%

Changes damage: +8% physical

Talent cooldown: Rush ( -6 turns)

Physical save: +45 (+15 eff.)

Confusion immunity: +50%

Maximum mana: -40.00

Maximum stamina: +40.00





The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Glory of the Pride

Nightsong

Infused by psionic forces

0.10 Encumbrance.



[Unique]

Type: jewelry / ring ; tier 2



When wielded/worn:

Defense: +6 (+1 eff.)

Fatigue: -7%

Changes stats: +6 Cun

Changes damage: +5% physical

Talent cooldown: Shadowstep ( -1 turn)

Mental save: +13 (+4 eff.)

Maximum stamina: +25.00

It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) :

Effective talent level: 2.0

Power cost: 40 out of 50/50.

Range: 6

Travel Speed: instantaneous

Is: a mind power

Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn.

The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark.



A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Nightsong

The Black Ring

Powered by arcane forces

0.10 Encumbrance.



[Unique]

Type: jewelry / ring ; tier 3



When wielded/worn:

Talent mastery: +0.20 Corruption / Fearfire

Spell save: +7 (+3 eff.)

Spell crit. chance: +0%

Shadow Power: +5

Grants spell-crit equal to half of your Shadow Power.

Talent on hit(spell): Darkfire (10% chance level 3).





"An innocuous bauble. Until you look through the hole." The Black Ring

gladiator's copper ring of clarity

Crafted by a master

Infused by psionic forces

0.10 Encumbrance.



Type: jewelry / ring ; tier 1



When wielded/worn:

Physical power: +6 (+1 eff.)

Changes stats: +5 Str / +5 Con

Mental save: +6 (+2 eff.)

Confusion immunity: +22%





Rings can have magical properties. gladiator's copper ring of clarity

gladiator's stralite ring of pilfering

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 4



When wielded/worn:

Accuracy: +15 (+4 eff.)

Armour penetration: +11

Physical power: +9 (+2 eff.)

Defense: +11 (+3 eff.)

Changes stats: +8 Str / +7 Con

It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :

Effective talent level: 2.0

Power cost: 10 out of 10/10.

Range: 7

Travel Speed: instantaneous

Description: Jump away 4 grids from your target.



Rings can have magical properties. gladiator's stralite ring of pilfering

gold ring

0.10 Encumbrance.



Type: jewelry / ring ; tier 3







Rings can have magical properties. gold ring

marksman's copper ring

Crafted by a master

0.10 Encumbrance.



Type: jewelry / ring ; tier 1



When wielded/worn:

Accuracy: +6 (+2 eff.)

Changes stats: +3 Dex





Rings can have magical properties. marksman's copper ring

psionicist's voratun ring of life

Infused by nature

Infused by psionic forces

0.10 Encumbrance.



Type: jewelry / ring ; tier 5



When wielded/worn:

Changes stats: +8 Wil

Mental save: +16 (+5 eff.)

Life regen: +1.30

Maximum life: +65.00

Healing mod.: +15%





Rings can have magical properties. psionicist's voratun ring of life

solipsist's steel ring of pilfering

Crafted by a master

Infused by psionic forces

0.10 Encumbrance.



Type: jewelry / ring ; tier 2



When wielded/worn:

Accuracy: +11 (+3 eff.)

Armour penetration: +9

Defense: +7 (+2 eff.)

Changes stats: +5 Cun / +5 Wil

Mindpower: +5 (+1 eff.)

It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :

Effective talent level: 2.0

Power cost: 10 out of 10/10.

Range: 7

Travel Speed: instantaneous

Description: Jump away 4 grids from your target.



Rings can have magical properties. solipsist's steel ring of pilfering

voratun ring

0.10 Encumbrance.



Type: jewelry / ring ; tier 5







Rings can have magical properties. voratun ring

voratun ring of life

Infused by nature

0.10 Encumbrance.



Type: jewelry / ring ; tier 5



When wielded/worn:

Life regen: +1.50

Maximum life: +75.00

Healing mod.: +23%





Rings can have magical properties. voratun ring of life

warrior's steel ring of misery

Crafted by a master

Infused by psionic forces

0.10 Encumbrance.



Type: jewelry / ring ; tier 2



When wielded/worn:

Armour: +6

Effects on melee hit:

* 12% chance to cause random gloom

Damage (Melee): 8 bleed

Effects on ranged hit:

* 12% chance to cause random gloom

Damage (Ranged): 9 bleed

Changes stats: +2 Cun / +3 Str

Hate when firing a critical mind attack: +1.00

Maximum hate: +7.00

It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown :

Effective talent level: 4.0

Power cost: 20 out of 20/20.

Range: melee/personal

Travel Speed: instantaneous

Description: Lashes at the target, doing 163% weapon damage.

If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%.



Rings can have magical properties. warrior's steel ring of misery

Mandible of Ungolmor (40-52 power, 12 apr)

Requires:

- Cunning 38



Infused by nature

1.00 Encumbrance.



[Unique]

Type: weapon / dagger ; tier 5



Base power: 40.0 - 52.0

Uses stats: 35% Dex, 35% Mag, 30% Cun

Damage type: Physical

Mastery: Strength of Purpose

Accuracy bonus: +0.5% APR / acc

Armour Penetration: +12

Physical crit. chance: +22.0%

Attack speed: 100%

On weapon crit:

* inflicts pinning spydric poison upon the target

Damage conversion: 30% darkness

When wielded/worn:

Armour: +5

Armour Hardiness: +5%

Changes stats: +8 Cun / +4 Dex

Changes damage: +30% nature / +20% darkness

Light radius: -2

It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) :

Effective talent level: 3.0

Power cost: 25 out of 40/40.

Range: 5

Travel Speed: instantaneous

Is: a mind power

Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 27.99 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing.

The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark.



This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. Mandible of Ungolmor (40-52 power, 12 apr)

Epoch's Curve

Requires:

- Dexterity 24

- Talent Shoot



Powered by arcane forces

4.00 Encumbrance.



[Unique]

Type: weapon / longbow ; tier 3

It must be held with both hands.



Base power: 0.0 - 0.0

Uses stat: 0% Mag

Damage type: Physical

Mastery: Strength of Purpose

Accuracy bonus: +0.2% crit / acc

Attack speed: 143%

Firing range: +8

When wielded/worn:

Damage (Ranged): 15 temporal

Changes stats: +5 Dex / +4 Mag

Changes damage: +10% temporal

Talent mastery: +0.10 Chronomancy / Bow Threading

Life regen: +2.00





Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost.

According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. Epoch's Curve

swiftstrike dragonbone longbow of recursion

Requires:

- Dexterity 48

- Talent Shoot



Powered by arcane forces

Crafted by a master

4.00 Encumbrance.



Type: weapon / longbow ; tier 5

It must be held with both hands.



Base power: 0.0 - 0.0

Uses stat: 0% Mag

Damage type: Physical

Mastery: Strength of Purpose

Accuracy bonus: +0.2% crit / acc

Attack speed: 143%

Firing range: +10

When this weapon hits: Shoot (10% chance level 1).

Travel speed: +200%





Longbows are used to shoot arrows at your foes. swiftstrike dragonbone longbow of recursion

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

quick orichalcum trident of shearing (52.5-84 power, 16 apr)

Requires:

- Magic 48



Crafted by a master

3.00 Encumbrance.



Type: weapon / trident ; tier 5

It must be held with both hands.



Base power: 52.5 - 84.0

Uses stat: 120% Mag

Damage type: Physical

Mastery: Exotic Weapons Mastery

Accuracy bonus: +0.1% dam / acc

Armour Penetration: +16

Physical crit. chance: +4.0%

Attack speed: 111%

When wielded/worn:

Accuracy: +14 (+4 eff.)

Armour penetration: +17

Changes stats: +7 Dex

Changes resistances penetration: +13% physical

Changes damage: +19% physical





A two-handed massive trident.

Tridents require the exotic weapons mastery talent to use correctly. quick orichalcum trident of shearing (52.5-84 power, 16 apr)

Girdle of the Calm Waters

Infused by nature

1.00 Encumbrance.



[Unique]

Type: armor / belt ; tier 1



When wielded/worn:

Changes stats: +3 Wil

Changes resistances: +20% blight / +20% cold / +20% nature

Healing mod.: +30%





A belt rumoured to have been worn by the Conclave healers. Girdle of the Calm Waters

marshal's elven-silk cloak (3 def, 0 armour)

Crafted by a master

2.00 Encumbrance.



Type: armor / cloak ; tier 5



When wielded/worn:

Defense: +3 (+1 eff.)

Changes stats: +3 Str / +4 Con

Physical save: +12 (+4 eff.)

Maximum life: +104.00





A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. marshal's elven-silk cloak (3 def, 0 armour)

heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour)

Requires:

- Talent Armour Training



Powered by arcane forces

Crafted by a master

1.50 Encumbrance.



Type: armor / hands ; tier 3



When wielded/worn:

Armour: +6

Damage (Melee): 7 arcane

Changes stats: +5 Wil / +5 Mag

Changes resistances: +3% arcane

Mental save: +8 (+3 eff.)

Maximum life: +48.00

It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown :

Effective talent level: 3.0

Power cost: 20 out of 20/20.

Range: 10

Travel Speed: instantaneous

Is: a spell

Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target.

At level 3, it can be targeted.



Metal gloves protecting the hands up to the middle of the lower arm. heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour)

steady voratun gauntlets of the iron hand (0 def, 3 armour)

Requires:

- Talent Armour Training



Crafted by a master

Infused by psionic forces

1.50 Encumbrance.



Type: armor / hands ; tier 5



When wielded/worn:

Accuracy: +8 (+2 eff.)

Armour: +3

Changes stats: +3 Str / +4 Wil / +3 Con

Talent mastery: +0.20 Technique / Grappling

Physical save: +7 (+2 eff.)

Mental save: +8 (+3 eff.)

Disarm immunity: +61%





Metal gloves protecting the hands up to the middle of the lower arm. steady voratun gauntlets of the iron hand (0 def, 3 armour)

Gloomwasp the cashmere wizard hat (2 def, 1 armour)

Powered by arcane forces

2.00 Encumbrance.



[Random Unique]

Type: armor / head ; tier 3



When wielded/worn:

Armour: +1

Defense: +2 (+0 eff.)

Changes stats: +5 Con / +3 Mag

Changes resistances: +12% darkness / +6% blight

Changes damage: +8% arcane / +12% darkness

Mana each turn: +0.13

Spellpower: +2 (+1 eff.)

Spell crit. chance: +3%

It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown :

Effective talent level: 1.0

Power cost: 80 out of 80/80.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: Entomb yourself in a wall of stone for 6 turns.

At level 4, it becomes targetable.

Any hostile creature caught in the radius will also suffer 130.05 physical damage.

Duration and damage will improve with your Spellpower.



A pointy cloth hat, very wizardly... Gloomwasp the cashmere wizard hat (2 def, 1 armour)

The Black Crown (0 def, 15 armour)

Requires:

- Talent Armour Training



Powered by arcane forces

Crafted by a master

3.00 Encumbrance.



[Unique]

Type: armor / head ; tier 4



When wielded/worn:

Armour: +15

Fatigue: +5%

Changes stats: +10 Con / +10 Wil

Changes resistances: +20% darkness / +20% blight

Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact

Physical save: +0 (+0 eff.)

Spell save: +0 (+0 eff.)

Mental save: +0 (+0 eff.)

Shadow Power: +5

Increases all saves by your Shadow Power.





"For the demon who has everything." The Black Crown (0 def, 15 armour)

miner's hardened leather cap of the depths (0 def, 6 armour)

Infused by nature

Crafted by a master

2.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Armour: +6

Fatigue: +3%

Changes resistances: +8% cold

Allows you to breathe in: water

Infravision radius: +2





A cap made of leather. miner's hardened leather cap of the depths (0 def, 6 armour)

starseer's cashmere wizard hat of earthrunes (2 def, 3 armour)

Powered by arcane forces

2.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Armour: +3

Defense: +2 (+0 eff.)

Changes stats: +2 Con

Changes damage: +8% physical / +6% temporal / +6% darkness / +9% light

It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown :

Effective talent level: 1.0

Power cost: 80 out of 80/80.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: Entomb yourself in a wall of stone for 6 turns.

At level 4, it becomes targetable.

Any hostile creature caught in the radius will also suffer 130.05 physical damage.

Duration and damage will improve with your Spellpower.



A pointy cloth hat, very wizardly... starseer's cashmere wizard hat of earthrunes (2 def, 3 armour)

Shockfury (20/49, 66.5-93.1 power, 18 apr)

Requires:

- Dexterity 48



Powered by arcane forces

Crafted by a master

3.00 Encumbrance.



[Random Unique]

Type: ammo / arrow ; tier 5



Base power: 66.5 - 93.1

Uses stats: 70% Dex, 50% Mag

Damage type: Physical

Mastery: Strength of Purpose

Accuracy bonus: +0.2% crit / acc

Armour Penetration: +18

Physical crit. chance: +3.0%

Capacity: 49

On weapon hit:

* 25% chance for lightning to arc to a second target

Damage (Ranged): +25 lightning

Burst (radius 1) on hit: +4 acid / +8 temporal

Burst (radius 2) on crit: +8 lightning / +8 acid

When wielded/worn:

Ammo reloads per turn: +4





Arrows are used with bows to pierce your foes to death. Shockfury (20/49, 66.5-93.1 power, 18 apr)

Void Quiver (0/0, 45-63 power, 30 apr)

Requires:

- Dexterity 32



Powered by arcane forces

3.00 Encumbrance.



[Unique]

Type: ammo / arrow ; tier 5



Base power: 45.0 - 63.0

Uses stats: 60% Mag, 70% Dex

Damage type: Temporal darkness

Mastery: Strength of Purpose

Accuracy bonus: +0.2% crit / acc

Armour Penetration: +30

Physical crit. chance: +6.0%

Capacity: 0

When this weapon hits: Spatial Tether (10% chance level 1).

When this weapon hits: Dimensional Anchor (5% chance level 1).





An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. Void Quiver (0/0, 45-63 power, 30 apr)

285 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. 285 alchemist agate

5 sapphire

0.00 Encumbrance.



Type: gem / blue ; tier 4



When wielded/worn:

Defense: +8 (+2 eff.)

Physical save: +8 (+3 eff.)

Spell save: +8 (+3 eff.)

Mental save: +8 (+3 eff.)

When used to imbue an object:

Defense: +8 (+2 eff.)

Physical save: +8 (+3 eff.)

Spell save: +8 (+3 eff.)

Mental save: +8 (+3 eff.)

Latent Damage Type: Lightning





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

3 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. 3 jade

Eldritch Pearl

Powered by arcane forces

0.00 Encumbrance.



[Unique]

Type: lite / lite



When wielded/worn:

Physical power: +12 (+3 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 (+3 eff.)

Light radius: +6

It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :

Effective talent level: 4.0

Power cost: 80 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 4, doing 29.49 cold damage and 38.34 physical damage to all inside, as well as knocking back targets each turn.

The tidal wave lasts for 6 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

Spectral Cage

Powered by arcane forces

0.00 Encumbrance.



[Unique]

Type: lite / lite ; tier 3



When wielded/worn:

Changes resistances: +20% cold

Changes resistances penetration: +10% cold

Changes damage: +15% cold

Talent cooldown: Chill of the Tomb ( -2 turns)

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 312 cold damage (based on your Magic), costing 20 power out of 20/20.



This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. Spectral Cage

Umbraphage

Infused by psionic forces

0.00 Encumbrance.



[Unique]

Type: lite / lite ; tier 3



When wielded/worn:

Changes resistances: +20% darkness

Changes resistances penetration: +10% darkness

Changes damage: +15% light / +15% darkness

Damage affinity(heal): +20% darkness

Talent mastery: +0.20 Cursed / Shadows

Mental save: +10 (+3 eff.)

Mindpower: +10 (+3 eff.)

Light radius: +10

Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300).

It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 273.00 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10.



This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Umbraphage

Crystal Focus

Powered by arcane forces

0.00 Encumbrance.



[Unique]

Type: gem / multi-hued ; tier 2



It can be used to combine with a weapon, costing 1 power out of 1/1.



This crystal radiates the power of the Spellblaze itself. Crystal Focus

Prothotipe's Prismatic Eye

Powered by arcane forces

0.00 Encumbrance.



[Unique]

Type: gem / multi-hued ; tier 3



When wielded/worn:

Changes stats: +5 Con / +5 Mag

Changes damage: +10% lightning / +10% fire / +10% cold

Talent mastery: +0.20 Golem / Arcane

When used to imbue an object:

Changes stats: +5 Con / +5 Mag

Changes damage: +10% lightning / +10% fire / +10% cold

Talent mastery: +0.20 Golem / Arcane





This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. Prothotipe's Prismatic Eye

Dragon Orb (Orb of Command)

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: orb / orb



When carried:

Changes stats: +6 Cun

It can be used to use the orb, costing 1 power out of 1/1.



This orb is warm to the touch. Dragon Orb (Orb of Command)

Elemental Orb (Orb of Command)

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: orb / orb



When carried:

Changes stats: +6 Mag

It can be used to use the orb, costing 1 power out of 1/1.



Flames swirl on the icy surface of this orb. Elemental Orb (Orb of Command)

Orb of Undeath (Orb of Command)

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: orb / orb



When carried:

Changes stats: +6 Dex

It can be used to use the orb, costing 1 power out of 1/1.



Dark visions fill your mind as you lift the orb. It is cold to the touch. Orb of Undeath (Orb of Command)

Atamathon's Lost Ruby Eye

0.00 Encumbrance.



[Plot Item]

Type: gem / red ; tier 5



When wielded/worn:

Changes damage: +12% fire

When used to imbue an object:

Changes damage: +12% fire





One of the ruby eyes of the legendary giant golem Atamathon.

It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. Atamathon's Lost Ruby Eye

67 alchemist bloodstone

0.00 Encumbrance.



Type: alchemist-gem / red ; tier 5



When used as an alchemist bomb:

Life regen 10% of max life





Gems can be sold for money or used in arcane rituals. 67 alchemist bloodstone

4 bloodstone

0.00 Encumbrance.



Type: gem / red ; tier 5



When wielded/worn:

Stun/Freeze immunity: +60%

When used to imbue an object:

Stun/Freeze immunity: +60%

Latent Damage Type: Fire





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

7 fire opal

0.00 Encumbrance.



Type: gem / red ; tier 5



When wielded/worn:

Physical crit. chance: +5.0%

Changes damage: +10% all

Spell crit. chance: +5%

Mental crit. chance: +5%

When used to imbue an object:

Physical crit. chance: +5.0%

Changes damage: +10% all

Spell crit. chance: +5%

Mental crit. chance: +5%

Latent Damage Type: Fire





Gems can be sold for money or used in arcane rituals. 7 fire opal

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 462.00 fire damage (based on Magic), costing 50 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 (1/1)

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 202 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 (1/1)

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

Skull of the Rat Lich

Powered by arcane forces

1.00 Encumbrance.



[Unique]

Type: tool / skull ; tier 3



When wielded/worn:

Damage when hit (Melee): 12 darkness

Spellpower: +10 (+3 eff.)

Spell crit. chance: +4%

It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70.



This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. Skull of the Rat Lich

Lightcrack the stralite torque of kinetic psionic shield [power 131] (20 cooldown)

Infused by psionic forces

2.00 Encumbrance.



Type: charm / torque ; tier 4



When wielded/worn:

Damage when hit (Melee): 20 light

Changes resistances: +6% light

Changes resistances penetration: +15% light

Talent cooldown: Silence ( +5 turn)

Talent granted: +4 Silence

It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 20 turns.



Torques are made by powerful psionics to store psionic powers. Lightcrack the stralite torque of kinetic psionic shield [power 131] (20 cooldown)

quiet stralite torque of psychoportation [power 42] (30 cooldown)

Infused by psionic forces

2.00 Encumbrance.



Type: charm / torque ; tier 4



When wielded/worn:

Talent cooldown: Silence ( +5 turn)

Talent granted: +3 Silence

It can be used to teleport randomly (rad 42), putting all charms on cooldown for 30 turns.



Torques are made by powerful psionics to store psionic powers. quiet stralite torque of psychoportation [power 42] (30 cooldown)

Tree of Life

Infused by nature

2.00 Encumbrance.



[Unique]

Type: charm / totem ; tier 4



When wielded/worn:

Changes stats: +6 Con / +7 Wil

Changes resistances: +20% blight / +20% nature

Changes damage: +20% nature

Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony

Mindpower: +7 (+2 eff.)

Healing mod.: +25%

Heals all nearby living creatures by 5 points each turn.

Activating this item is instant.

It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15.



This small tree-shaped totem is imbued with powerful healing energies. Tree of Life

overpowered dragonbone totem of healing [power 345] (34 cooldown)

Infused by nature

2.00 Encumbrance.



Type: charm / totem ; tier 5



It can be used to heal a target within range 8 (based on Willpower) for 345, putting all charms on cooldown for 34 turns.



Natural totems are made by powerful wilders to store nature power. overpowered dragonbone totem of healing [power 345] (34 cooldown)

4 diamond

0.00 Encumbrance.



Type: gem / white ; tier 5



When wielded/worn:

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

When used to imbue an object:

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

Latent Damage Type: Cold





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

3 moonstone

0.00 Encumbrance.



Type: gem / white ; tier 5



When wielded/worn:

Defense: +10 (+2 eff.)

Physical save: +10 (+3 eff.)

Spell save: +10 (+4 eff.)

Mental save: +10 (+3 eff.)

When used to imbue an object:

Defense: +10 (+2 eff.)

Physical save: +10 (+3 eff.)

Spell save: +10 (+4 eff.)

Mental save: +10 (+3 eff.)

Latent Damage Type: Cold





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

9 pearl

0.00 Encumbrance.



Type: gem / white ; tier 5



When wielded/worn:

Armour: +5

Changes resistances: +5% all

When used to imbue an object:

Armour: +5

Changes resistances: +5% all

Latent Damage Type: Cold





Gems can be sold for money or used in arcane rituals. 9 pearl