Primal Infusion (affinity 10%; cure magical, physical, mental)

Infused by nature

0.10 Encumbrance.



[Unique]

Type: scroll / infusion ; tier 3



When inscribed on your body:

Effective talent level: 0.0

Use mode: Activated

Range: melee/personal

Cooldown: 18

Travel Speed: instantaneous

Usage Speed: instant

Is: a nature gift

Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns.

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



This wild infusion has evolved. Primal Infusion (affinity 10%; cure magical, physical, mental)

Elixir of Invulnerability

Infused by nature

2.00 Encumbrance.



[Plot Item]

Type: potion / potion



It can be used to grant you complete invulnerability for five turns.



A vial of thick fluid, metallic and reflective. It's incredibly heavy. Elixir of Invulnerability

manasurge rune (1344% regen over 10 turns; 67 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: 14

Travel Speed: instantaneous

Usage Speed: 1 turn

Is: a spell

Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1344% over 10 turns and instantly restoring 67 mana.

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

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 (1344% regen over 10 turns; 67 instant mana)

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

voratun amulet

0.10 Encumbrance.



Type: jewelry / amulet ; tier 5







Amulets can have magical properties. voratun amulet

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

pixie's voratun ring of fire (+30%)

Powered by arcane forces

Infused by nature

0.10 Encumbrance.



Type: jewelry / ring ; tier 5



When wielded/worn:

Changes stats: +5 Cun / +6 Mag

Changes resistances: +30% fire

Changes damage: +15% fire

Spellpower: +14





Rings can have magical properties. pixie's voratun ring of fire (+30%)

stralite ring

0.10 Encumbrance.



Type: jewelry / ring ; tier 4







Rings can have magical properties. stralite ring

Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)

Requires:

- Magic 38



Powered by arcane forces

5.00 Encumbrance.



[Unique]

Type: weapon / staff ; tier 3

It must be held with both hands.



Base power: 64.0 - 76.8

Uses stat: 140% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +10

Attack speed: 100%

Damage (Melee): +10 % chance of confusion

When wielded/worn:

Accuracy: +7

Changes damage: +20% physical

Talent mastery: +0.20 Spell / Staff combat

Spellpower: +12

Spell crit. chance: +18%

It can be used to activate talent Channel Staff (costing 9 power out of 20/20) :

Effective talent level: 2.0

Power cost: 9 out of 20/20.

Range: 8

Travel Speed: 2000% of base

Is: a spell

Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage.

The bolt will only hurt hostile targets, and pass safely through friendly ones.

This attack always has a 100% chance to hit, and ignores the target's Armour.

When projecting a bolt with your staff its damage modifier is increased by 20%.



A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)

Rod of Sarrilon (30-36 power, 4 apr, physical element)

Requires:

- Magic 48



Powered by unknown forces

5.00 Encumbrance.



[Unique]

Type: weapon / staff ; tier 5

It must be held with both hands.



Base power: 30.0 - 36.0

Uses stat: 150% Mag

Damage type: Temporal

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +4

Attack speed: 100%

When wielded/worn:

Changes stats: +7 Wil / +8 Mag

Changes resistances penetration: +30% temporal

Changes damage: +40% temporal

Talent masteries: +0.20 Chronomancy / Timeline Threading +0.20 Spell / Temporal +0.20 Chronomancy / Time Travel +0.20 Chronomancy / Paradox

Talents cooldown: Temporal Clone ( -5 turns) Temporal Reprieve ( -10 turns) Paradox Clone ( -7 turns) Body Reversion ( -2 turns) Gravity Well ( -6 turns)

Teleport immunity: +100%

Spellpower: +40

Spell crit. chance: +15%

Reduces paradox failures(equivalent to willpower): +50





A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. Rod of Sarrilon (30-36 power, 4 apr, physical element)

Telos's Staff (Bottom Half)

Requires:

- Magic 35



Powered by arcane forces

5.00 Encumbrance.



[Unique]

Type: weapon / staff



Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Attack speed: 100%

When wielded/worn:

Changes stats: +4 Mag

Changes damage: +20% acid / +20% cold

Critical mult.: +20.00%

Mental save: +8

Confusion immunity: +20%

Maximum mana: +50.00

Spell crit. chance: +8%





The bottom part of Telos' broken staff. Telos's Staff (Bottom Half)

Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)

Requires:

- Magic 35



Powered by arcane forces

2.50 Encumbrance.



[Unique]

Type: weapon / staff ; tier 5



Base power: 35.0 - 42.0

Uses stat: 100% Mag

Damage type: Arcane

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +0

Physical crit. chance: +1.5%

Attack speed: 100%

When wielded/worn:

Changes stats: +5 Wil

Changes damage: +35% arcane

Talent granted: +1 Command Staff

Mental save: +8

Spellpower: +30

Spell crit. chance: +15%





The top part of Telos' broken staff. Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)

greater dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)

Requires:

- Magic 48



Powered by arcane forces

5.00 Encumbrance.



Type: weapon / staff ; tier 5

It must be held with both hands.



Base power: 30.0 - 36.0

Uses stat: 80% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +6

Physical crit. chance: +5.0%

Attack speed: 100%

When wielded/worn:

Changes stats: +1 Mag / +3 Wil

Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold

Talent granted: +1 Command Staff

Maximum mana: +57.00

Spellpower: +22

Spell crit. chance: +5%





Staves designed for wielders of magic, by the greats of the art. greater dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)

greater dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)

Requires:

- Magic 48



Powered by arcane forces

5.00 Encumbrance.



Type: weapon / staff ; tier 5

It must be held with both hands.



Base power: 30.0 - 36.0

Uses stat: 80% Mag

Damage type: Physical

Mastery: Staff Mastery

Accuracy bonus: +2.5% procs dam / acc

Armour Penetration: +6

Physical crit. chance: +5.0%

Attack speed: 100%

When wielded/worn:

Changes damage: +30% temporal / +30% physical / +30% darkness / +30% light

Talent granted: +1 Command Staff

Mana each turn: +0.25

Spellpower: +38

Spell crit. chance: +5%

It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown.



Staves designed for wielders of magic, by the greats of the art. greater dragonbone starstaff of channeling (30-36 power, 6 apr, physical element)

Mighty Girdle

Crafted by a master

1.00 Encumbrance.



[Unique]

Type: armor / belt ; tier 2



It is part of a set of items.

When wielded/worn:

Armour: +4

Maximum encumbrance: +70

Knockback immunity: +40%





This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Mighty Girdle

Cloak of Deception

Powered by arcane forces

1.00 Encumbrance.



[Plot Item]

Type: armor / cloak



When wielded/worn:

Physical power: +5

Spellpower: +5

Mindpower: +5





A black cloak, with subtle illusion enchantments woven into its very fabric. Cloak of Deception

Threads of Fate (10 def, 0 armour)

Powered by arcane forces

2.00 Encumbrance.



[Unique]

Type: armor / cloak ; tier 5



When wielded/worn:

Defense: +10

Changes stats: +6 Mag / +6 Wil / +10 Lck

Changes resistances: +20% temporal

Changes resistances cap: +10% temporal

Changes damage: +10% temporal

Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination

Physical save: +20

Spell save: +20

Mental save: +20

Confusion immunity: +40%

Spellpower: +8

It can be used to activate talent See the Threads (costing 50 power out of 50/50) :

Effective talent level: 1.0

Power cost: 50 out of 50/50.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal.

This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.

This spell takes no time to cast.



Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. Threads of Fate (10 def, 0 armour)

Emeleyabeth the cashmere robe (2 def, 0 armour)

Powered by arcane forces

Infused by nature

2.00 Encumbrance.



[Unique]

Type: armor / cloth ; tier 3



When wielded/worn:

Defense: +2

Damage when hit (Melee): 8 arcane

Changes stats: +1 Wil / +2 Mag

Changes resistances: +24% fire / +22% cold

Changes damage: +16% fire / +3% arcane / +15% cold

Reduces incoming crit damage: 15.00%

Mana each turn: +0.15

Maximum mana: +58.00

Spellpower: +21

Spell crit. chance: +6%





A cloth vestment. It offers no intrinsic protection but can be enchanted. Emeleyabeth the cashmere robe (2 def, 0 armour)

Robe of the Archmage (10 def, 10 armour)

Powered by arcane forces

2.00 Encumbrance.



[Unique]

Type: armor / cloth ; tier 4



When wielded/worn:

Armour: +10

Defense: +10

Damage when hit (Melee): 15 arcane

Changes stats: +4 Mag / +4 Wil / +4 Cun

Changes resistances: +10% fire / +10% cold

Changes damage: +12% all

Spell save: +18

Mental save: +15

Blindness immunity: +40%

Mana each turn: +1.00

Spellpower: +15

Light radius: +1





A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. Robe of the Archmage (10 def, 10 armour)

dreamer's silk robe of power (3 def, 0 armour)

Powered by arcane forces

Infused by psionic forces

2.00 Encumbrance.



Type: armor / cloth ; tier 4



When wielded/worn:

Defense: +3

Changes resistances: +21% mind / +21% darkness

Changes damage: +13% all

Physical save: +14

Spell save: +14

Mental save: +36

Spellpower: +16

The wearer is asleep.

Lucid Dreamer: This item allows the wearer to act while sleeping.





A cloth vestment. It offers no intrinsic protection but can be enchanted. dreamer's silk robe of power (3 def, 0 armour)

Cinderfeet (3 def, 5 armour)

Requires:

- Dexterity 10



Powered by arcane forces

2.00 Encumbrance.



[Unique]

Type: armor / feet ; tier 4



When wielded/worn:

Armour: +5

Defense: +3

Fatigue: +6%

Changes stats: +4 Cun / +4 Mag

Changes resistances: +20% cold

Changes damage: +18% fire

Light radius: +2

Trails fire behind you, dealing damage based on spellpower.





A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. Cinderfeet (3 def, 5 armour)

undeterred pair of drakeskin leather boots of evasion (24 def, 5 armour)

Powered by arcane forces

Crafted by a master

2.00 Encumbrance.



Type: armor / feet ; tier 5



When wielded/worn:

Armour: +5

Defense: +24

Fatigue: +5%

Silence immunity: +43%

Confusion immunity: +42%

Stun/Freeze immunity: +50%

It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :

Effective talent level: 1.8

Power cost: 30 out of 30/30.

Range: melee/personal

Travel Speed: instantaneous

Description: Your quick wit allows you to see attacks before they land, granting you a 27% chance to completely evade them and granting you 14 defense for 14 turns.

Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity.



A pair of boots made of leather. undeterred pair of drakeskin leather boots of evasion (24 def, 5 armour)

undeterred pair of hardened leather boots of uncanny dodging (5 def, 3 armour)

Powered by arcane forces

Crafted by a master

2.00 Encumbrance.



Type: armor / feet ; tier 3



When wielded/worn:

Armour: +3

Defense: +5

Ranged Defense: +3

Fatigue: +3%

Silence immunity: +29%

Confusion immunity: +31%

Stun/Freeze immunity: +20%





A pair of boots made of leather. undeterred pair of hardened leather boots of uncanny dodging (5 def, 3 armour)

eldritch cashmere wizard hat of decomposition (2 def, 0 armour)

Powered by arcane forces

2.00 Encumbrance.



Type: armor / head ; tier 3



When wielded/worn:

Defense: +2

Changes resistances: +5% lightning / +4% temporal / +4% light / +5% fire / +4% nature / +5% acid / +4% blight / +3% cold / +5% darkness

Mana each turn: +1.20

Mana when hit: +1.40

Maximum mana: +40.00

Spellpower: +7

It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown :

Effective talent level: 2.0

Power cost: 40 out of 40/40.

Range: melee/personal

Travel Speed: instantaneous

Is: a spell

Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns.

The mana restored will increase with your Spellpower.



A pointy cloth hat, very wizardly... eldritch cashmere wizard hat of decomposition (2 def, 0 armour)

Arkul's Seige Arrows (14/14, 68-95.2 power, 100 apr)

Requires:

- Strength 30

- Dexterity 20



Crafted by a master

3.00 Encumbrance.



[Unique]

Type: ammo / arrow ; tier 5



Base power: 68.0 - 95.2

Uses stats: 70% Str, 50% Dex

Damage type: Physical

Mastery: Bow Mastery

Accuracy bonus: +0.2% crit / acc

Armour Penetration: +100

Physical crit. chance: +10.0%

Capacity: 14

25% of all damage splashes in a radius of 1 around the target.





These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. Arkul's Seige Arrows (14/14, 68-95.2 power, 100 apr)

Quiver of the Sun (25/25, 34-47.6 power, 15 apr)

Requires:

- Dexterity 24



Powered by arcane forces

3.00 Encumbrance.



[Unique]

Type: ammo / arrow ; tier 4



Base power: 34.0 - 47.6

Uses stats: 50% Str, 70% Dex

Damage type: Bright light

Mastery: Bow Mastery

Accuracy bonus: +0.2% crit / acc

Armour Penetration: +15

Physical crit. chance: +2.0%

Capacity: 25

Travel speed: +300%

Shots beam through all targets.





This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. Quiver of the Sun (25/25, 34-47.6 power, 15 apr)

2 agate

0.00 Encumbrance.



Type: gem / black ; tier 1



When wielded/worn:

Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con

When used to imbue an object:

Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con





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

583 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. 583 alchemist agate

12 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





Gems can be sold for money or used in arcane rituals. 12 onyx

7 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





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

10 lapis lazuli

0.00 Encumbrance.



Type: gem / blue ; tier 3



When wielded/worn:

Defense: +6

Physical save: +6

Spell save: +6

Mental save: +6

When used to imbue an object:

Defense: +6

Physical save: +6

Spell save: +6

Mental save: +6





Gems can be sold for money or used in arcane rituals. 10 lapis lazuli

14 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





Gems can be sold for money or used in arcane rituals. 14 opal

13 sapphire

0.00 Encumbrance.



Type: gem / blue ; tier 4



When wielded/worn:

Defense: +8

Physical save: +8

Spell save: +8

Mental save: +8

When used to imbue an object:

Defense: +8

Physical save: +8

Spell save: +8

Mental save: +8





Gems can be sold for money or used in arcane rituals. 13 sapphire

7 topaz

0.00 Encumbrance.



Type: gem / blue ; tier 2



When wielded/worn:

Defense: +4

Physical save: +4

Spell save: +4

Mental save: +4

When used to imbue an object:

Defense: +4

Physical save: +4

Spell save: +4

Mental save: +4





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

miner's iron pickaxe (dig speed 29 turns)

Crafted by a master

3.00 Encumbrance.



Type: tool / digger ; tier 1



When wielded/worn:

Changes stats: +1 Str

Infravision radius: +2

When carried:

Talent granted: +1 Dig





Allows you to dig a wall, remove a tree, create ways. miner's iron pickaxe (dig speed 29 turns)

4 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





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

14 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





Gems can be sold for money or used in arcane rituals. 14 jade

10 spinel

0.00 Encumbrance.



Type: gem / green ; tier 1



When wielded/worn:

Defense: +2

Physical save: +2

Spell save: +2

Mental save: +2

When used to imbue an object:

Defense: +2

Physical save: +2

Spell save: +2

Mental save: +2





Gems can be sold for money or used in arcane rituals. 10 spinel

13 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





Gems can be sold for money or used in arcane rituals. 13 turquoise

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

Light radius: +5

It can be used to release a will o' the wisp, costing 20 power out of 20/20.



This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. Spectral Cage

watchleader's dwarven lantern of the zealot

Infused by arcane disrupting forces

Crafted by a master

1.00 Encumbrance.



Type: lite / lite ; tier 5



When wielded/worn:

Changes resistances: +3% all

Spell save: +9

Blindness immunity: +40%

Confusion immunity: +18%

Light radius: +8

See stealth: +18

See invisible: +18

It can be used to activate talent Track, placing all other charms into a 40 cooldown :

Effective talent level: 3.0

Power cost: 40 out of 40/40.

Range: melee/personal

Travel Speed: instantaneous

Description: Sense foes around you in a radius of 35 for 6 turns.

The radius will increase with your Cunning.



Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. watchleader's dwarven lantern of the zealot

Eye of the Dreaming One

Infused by psionic forces

2.00 Encumbrance.



[Unique]

Type: tool / misc ; tier 1



When wielded/worn:

Changes stats: +5 Wil

Mental save: +10

Sleep immunity: +100%

Mindpower: +5

It can be used to activate talent Sleep (costing 20 power out of 25/25) :

Effective talent level: 3.0

Power cost: 20 out of 25/25.

Range: 7

Travel Speed: instantaneous

Is: a mind power

Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn.

When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect.

At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.

The damage threshold will scale with your Mindpower.



This ethereal eye stares eternally, as if seeing things that do not truly exist. Eye of the Dreaming One

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 Destruction (Orb of Command)

Powered by unknown forces

1.00 Encumbrance.



[Plot Item]

Type: orb / orb



When carried:

Changes stats: +6 Str

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



Visions of death and destruction fill your mind as you lift this orb. Orb of Destruction (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)

41 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. 41 alchemist bloodstone

10 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%





Gems can be sold for money or used in arcane rituals. 10 bloodstone

8 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%





Gems can be sold for money or used in arcane rituals. 8 fire opal

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%





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

21 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





Gems can be sold for money or used in arcane rituals. 21 ruby

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, 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)

Rod of Spydric Poison (3/3)

Infused by nature

2.00 Encumbrance.



[Unique]

Type: charm / rod



It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75.



This rod carved out of a giant spider fang continuously drips venom. Rod of Spydric Poison (3/3)

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

Spell crit. chance: +4%

It can be used to raise undead rats, 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 eyes. Skull of the Rat Lich

12 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%





Gems can be sold for money or used in arcane rituals. 12 amethyst

Void Shard

Powered by arcane forces

2.00 Encumbrance.



[Unique]

Type: charm / wand ; tier 5



When wielded/worn:

Damage when hit (Melee): 16 temporal darkness

Changes stats: +8 Mag

Changes resistances: +10% darkness / +10% temporal

Changes damage: +12% darkness / +12% temporal

Spellpower: +10

It can be used to release a burst of void energy, costing 20 power out of 40/40.



This jagged shape looks like a hole in space, yet it is solid, though light in weight. Void Shard

Pearl of Life and Death

Infused by nature

2.00 Encumbrance.



[Unique]

Type: gem / white



When carried:

Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck

Changes resistances: +7% all

Changes damage: +7% all

Stun/Freeze immunity: +100%

Light radius: +1





A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. Pearl of Life and Death

10 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





Gems can be sold for money or used in arcane rituals. 10 diamond

10 moonstone

0.00 Encumbrance.



Type: gem / white ; tier 5



When wielded/worn:

Defense: +10

Physical save: +10

Spell save: +10

Mental save: +10

When used to imbue an object:

Defense: +10

Physical save: +10

Spell save: +10

Mental save: +10





Gems can be sold for money or used in arcane rituals. 10 moonstone

8 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





Gems can be sold for money or used in arcane rituals. 8 pearl

7 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%





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

14 amber

0.00 Encumbrance.



Type: gem / yellow ; tier 4



When wielded/worn:

Physical crit. chance: +4.0%

Changes damage: +8% all

Spell crit. chance: +4%

Mental crit. chance: +4%

When used to imbue an object:

Physical crit. chance: +4.0%

Changes damage: +8% all

Spell crit. chance: +4%

Mental crit. chance: +4%





Gems can be sold for money or used in arcane rituals. 14 amber

4 ametrine

0.00 Encumbrance.



Type: gem / yellow ; tier 1



When wielded/worn:

Physical crit. chance: +1.0%

Changes damage: +2% all

Spell crit. chance: +1%

Mental crit. chance: +1%

When used to imbue an object:

Physical crit. chance: +1.0%

Changes damage: +2% all

Spell crit. chance: +1%

Mental crit. chance: +1%





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

5 citrine

0.00 Encumbrance.



Type: gem / yellow ; tier 1



When wielded/worn:

Light radius: +1

Infravision radius: +2

When used to imbue an object:

Light radius: +1

Infravision radius: +2





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