Type: scroll / implant ; tier 1medical injector implant of the psychic (efficiency 188% / cooldown 55%)
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 55%.
Its effects scale with your Willpower stat.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
Type: scroll / implant ; tier 1steam generator implant of the duelist (steam 12)
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 2.5
Use mode: Activated
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Steam generator that permanently creates 12.1 steam per turn.
Can be activated for an instant burst of 60 steam.
Its effects scale with your Dexterity stat.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
Type: scroll / implant ; tier 1steam generator implant of the sneak (steam 16)
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 2.5
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Steam generator that permanently creates 15.9 steam per turn.
Can be activated for an instant burst of 79 steam.
Its effects scale with your Cunning stat.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
Rune of Dissipation ( )
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / runeWhen inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.
It can be used to inscribe your skin with the rune.Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
Rune of Reflection (--)
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / rune ; tier 3When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing and reflecting at most 210 damage for 5 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.You can see your own image mirrored in the surface of this silvery rune.
Rune of the Rift (482.00 temporal damage, removed from time 4 turns)
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / rune ; tier 3When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 530.20 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.
It can be used to inscribe your skin with the rune.Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
Type: scroll / runeshatter afflictions rune of the titan (absorb 95; cd 20)
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
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 spell talent.
Type: scroll / runeshatter afflictions rune of the warrior (absorb 120; cd 21)
Powered by arcane forces
0.10 Encumbrance.
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 spell
Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the rune.Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
Type: scroll / schematic ; tier 13 schematic: Acid Groove
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Air Recycler
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 13 schematic: Antimagic Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Armour Reinforcement
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Back Support
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Black Light Emitter
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Botanical Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Corrosive Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Crystal Plating
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Deflection Field
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Explosive Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Fiery Salve
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Fireproof Coating
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Flare Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 13 schematic: Flash Powder
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Focus Lens
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Frost Salve
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Fungal Web
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Grounding Strap
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Hand Cannon
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Headlamp
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Healing Salve
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Hook Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Iron Grip
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Itching Powder
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Kinetic Stabiliser
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Lightning Coil
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 13 schematic: Magnetic Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Mental Stimulator
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 14 schematic: Moss Tread
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Pain Suppressor Salve
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Poison Groove
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Razor Edge
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 14 schematic: Rocket Boots
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 14 schematic: Saw Projector
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Saw Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Second Skin
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Shocking Edge
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Shocking Touch
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Silver Filigree
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Solid Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Spike Attachment
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Spring Grapple
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 13 schematic: Steamgun
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Steamsaw
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Thunder Grenade
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Toxic Cannister Launcher
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Toxic Shell
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Viral Needlegun
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Voltaic Sentry
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Water Salve
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 1schematic: Waterproof Coating
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Type: scroll / schematic ; tier 12 schematic: Winterchill Edge
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Sealed Scroll of Last Hope
0.10 Encumbrance.[Unique]
Type: scroll / scrollIt can be used to open the seal and read the message.Magical scrolls can have wildly different effects!
The Far-Hand
Powered by unknown forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 3When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%
It can be used to activate talent Teleport (costing 36 power out of 36/36) :
Effective talent level: 5.5
Power cost: 36 out of 36/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (159).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 13).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.
Unflinching Eye
Powered by arcane forces
Infused by psionic forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 4When wielded/worn:
Changes resistances: -25% light
Changes resistances cap: -25% light
Change telepathy range by : +10
Grants telepathy: Horror
Blindness immunity: +100%
Confusion immunity: +50%
Infravision radius: +3
Activating this item is instant.
It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) :
Effective talent level: 3.5
Power cost: 60 out of 60/60.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.
Withering Orbs
Infused by psionic forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 1When wielded/worn:
Damage (Melee): 5 mind
Damage (Ranged): 5 mind
Mindpower: +5 (+1 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...
Activation costs 10 power out of 30/30.Orb of Many Ways
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: jewelry / orbIt can be used to activate a portal
If used near a portal, it could probably activate it.
Bloodcaller
Infused by psionic forces
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 4When wielded/worn:
Fatigue: -5%
Mental save: -7 (-2 eff.)
You heal for 2.5% of the damage you deal.
Healing during current combat: 0.00You won the Ring of Blood trial, and this is your reward.
Activation costs 32 power out of 32/32.Exiler
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 5When wielded/worn:
Damage (Melee): 15 temporal
Changes resistances: +15% temporal
Changes damage: +15% temporal / +10% physical
Talent mastery: +0.20 Chronomancy / Timetravel
Talent cooldown: Time Skip (-1 turn)
Spellpower: +10 (+3 eff.)
Reduces paradox anomalies(equivalent to willpower): +10
Talent on hit(spell): Rethread (10% chance level 2).
It can be used to attempt to inflict 122.62 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s)
In the case of opponents who weren't alone, he had to improvise.
Nightsong
Infused by psionic forces
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 2When wielded/worn:
Defense: +6 (+2 eff.)
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +10% darkness
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13 (+3 eff.)
Maximum stamina: +25.00
It can be used to activate talent Shadowstep (costing 50 power out of 50/50) :
Effective talent level: 3.5
Power cost: 50 out of 50/50.
Range: 8
Travel Speed: instantaneous
Is: a spell
Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage.
Dazed targets are significantly impaired, but any damage will free them.
To Shadowstep, you need to be able to see the target.A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.
Ring of the War Master
Crafted by a master
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 5When wielded/worn:
Armour penetration: +15
Physical crit. chance: +5.0%
Physical power: +10 (+2 eff.)
Changes stats: +3 Str / +3 Dex / +3 Con
Talent category bonus: +0.30 TechniqueA blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.
Activation costs 1 power out of 1/1. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?Wheel of Fate
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 2When wielded/worn:
It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50
Type: jewelry / ring ; tier 3gladiator's gold ring
Crafted by a master
0.10 Encumbrance.
Physical power: +8 (+2 eff.)
Changes stats: +7 Str / +4 ConRings make your fingers look great!
Powered by Dagger of the Past (25-32 power, 20 apr)
Requires:
- Magic 24
- Dexterity 24
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 3It is part of a set of items.
Potentially it would go with a sword in the future.
Base power: 25.0 - 32.5
Uses stats: 50% Mag, 50% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +20
Crit. chance: +20.0%
Attack speed: 111%
Damage (Melee): +5 temporal
Damage conversion: 30% temporal
When wielded/worn:
Defense: +10 (+3 eff.)
Changes damage: +5% temporal
Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian
Spell save: +10 (+3 eff.)
Movement speed: +20%
Defense after a teleport: +10
Resist all after a teleport: +5%
New effects duration reduction after a teleport: +15%Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.
Infused by Base power: 35.0 - 45.5Icy Kill (35-46 power, 10 apr)
Requires:
- Dexterity 42
Infused by psionic forces
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 4
Uses stats: 50% Dex, 50% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +10
Crit. chance: +15.0%
Attack speed: 100%
On weapon crit:
* freezes the target
On weapon kill:
* explodes a frozen creature (damage scales with willpower)
Damage (Melee): +30 cold
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Changes damage: +25% cold
Hate per kill: +4.00
Ice block penetration: +50%As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer.
One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away.
Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.
Infused by Base power: 38.0 - 49.4 Activation costs 10 power out of 10/10.Kinetic Spike (38-49 power, 40 apr)
Requires:
- Willpower 42
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 5
Uses stats: 30% Wil, 40% Dex, 30% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +40
Crit. chance: +10.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +8 (+2 eff.)
Physical power: +15 (+3 eff.)
Changes resistances penetration: +30% physical
Talent mastery: +0.20 Psionic / Augmented striking
It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage
Powered by Base power: 42.0 - 54.6Life Drinker (42-55 power, 11 apr)
Requires:
- Magic 44
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 5
Uses stats: 55% Mag, 35% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +11
Crit. chance: +18.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Cun / +6 Mag
Changes damage: +15% blight / +15% darkness / +15% acid
Spellpower: +12 (+3 eff.)
Spell crit. chance: +10%
Infravision radius: +2
Talent on hit(spell): Blood Grasp (15% chance level 2).
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 3.5
Power cost: 40 out of 50/50.
Range: 6
Travel Speed: instantaneous
Is: a spell
Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 24.77 acid and 18.53 blight damage.
If not cleared after five turns it will inflict 105.22 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Even if this disease is removed early, there is still a 69% chance for the larvae to hatch.
You can never have more than 5 worms active from any source at a time.
The damage dealt will increase with your Spellpower.Black blood for foul deeds. This dagger serves evil.
Infused by Base power: 35.0 - 45.5Mercy (35-46 power, 9 apr)
Requires:
- Dexterity 42
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 4
Uses stats: 55% Dex, 45% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +9
Crit. chance: +15.0%
Attack speed: 100%
On weapon hit:
* deals 60 physical damage increased by 1% for each 1% life the target has lost
When wielded/worn:
Changes stats: +6 Str / +6 Dex
Critical mult.: +20.00%This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened.
Powered by Mastery: Nacrush's Decimator
Requires:
- Strength 25
- Dexterity 30
- Talent Shoot
- Talent Steam Pool
4.00 Encumbrance.[Unique]
Type: weapon / steamgun ; tier 3
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +25
Attack speed: 100%
Dam. multiplier: 120%
Firing range: +5
Travel speed: +600%
Attacks use: 2.0 Steam
Knocks you back when fired.Nacrush was known for a tendency towards overkill.
Rope Belt of the Thaloren
Infused by nature
1.00 Encumbrance.[Unique]
Type: armor / belt ; tier 2When wielded/worn:
Changes stats: +7 Cun / +8 Wil
Talent mastery: +0.20 Wild-gift / Harmony
Mindpower: +15 (+3 eff.)
Mental crit. chance: +15%The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.
Cloak of Deception
Powered by arcane forces
1.00 Encumbrance.[Plot Item]
Type: armor / cloakWhen wielded/worn:
Physical power: +5 (+1 eff.)
Spellpower: +5 (+2 eff.)
Mindpower: +5 (+1 eff.)A black cloak, with subtle illusion enchantments woven into its very fabric.
Infused by Possible fears are:Ruthless Grip (0 def, 5 armour)
Requires:
- Heavy armour training
1.50 Encumbrance.[Unique]
Type: armor / hands ; tier 4When wielded/worn:
Armour: +5
Damage (Melee): 15 darkness / 15 cold
Changes damage: +20% darkness / +20% cold
Only die when reaching: -100.00 life
Maximum hate: +20.00
Healing mod.: -10%
When used to modify unarmed attacks:
Base power: 26.0 - 36.4
Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Attack speed: 83%
When this weapon hits: Dominate (10% chance level 3).
When this weapon hits: Slash (5% chance level 3).
It can be used to activate talent Instill Fear (costing 20 power out of 30/30) :
Effective talent level: 4.5
Power cost: 20 out of 30/30.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 38.50 mind and 39.55 darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.
Despair: Reduces mind resist, mindsave, armour and defence by 37.
Terrified: Deals 9.35 mind and 9.61 darkness damage per turn and increases cooldowns by 57%.
Haunted: Causes the target to suffer 14.95 mind and 15.35 darkness damage for each detrimental mental effect every turn.Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally.
Wyrmbreath (0 def, 4 armour)
Infused by nature
1.00 Encumbrance.[Unique]
Type: armor / hands ; tier 2When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +18% fire / +10% darkness / +10% nature
Changes damage: +10% fire
When used to modify unarmed attacks:
Base power: 18.0 - 19.8
Uses stats: 40% Str, 40% Cun, 40% Dex
Damage type: Physical
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +1.0%
Attack speed: 100%
When this weapon hits: Bellowing Roar (10% chance level 3).
When this weapon hits: Fire Breath (10% chance level 2).
Damage (Melee): +10 fire
Damage conversion: 50% fire
It can be used to activate talent Fire Breath (costing 24 power out of 24/24) :
Effective talent level: 3.5
Power cost: 24 out of 24/24.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 315.70 fire damage over 3 turns.
The damage will increase with your Strength and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.
Brass Goggles (10 def, 0 armour)
Crafted by a master
2.00 Encumbrance.[Unique]
Type: armor / head ; tier 4When wielded/worn:
Accuracy: +20 (+4 eff.)
Armour penetration: +15
Defense: +10 (+3 eff.)
Changes stats: +20 Cun
Changes resistances: +20% fire
Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry
Blindness immunity: +100%
Infravision radius: +3
Sight radius: +1
Steampower: +5 (+1 eff.)
Steam crit. chance: +5%No self respecting craftsman would be caught without them!
Activation costs 30 power out of 30/30.Omniscience (7 def, 0 armour)
Infused by psionic forces
1.00 Encumbrance.[Unique]
Type: armor / head ; tier 5When wielded/worn:
Defense: +7 (+2 eff.)
Changes resistances: +15% mind
Changes resistances cap: +10% mind
Changes resistances penetration: +10% mind
Mental save: +25 (+6 eff.)
Confusion immunity: +40%
Psi when firing a critical mind attack: +6.00
Maximum psi: +50.00
Mindpower: +20 (+4 eff.)
Mental crit. chance: +9%
Infravision radius: +5
It can be used to reveal the surrounding area (range 20)
Activation costs 100 power out of 100/100.Essence of Bearness
Infused by nature
3.00 Encumbrance.[Unique]
Type: misc / animalIt can be used to invoke your inner bearness
Type: alchemist-gem / black ; tier 1187 alchemist agate
0.00 Encumbrance.
Bomb damage +5%Gems can be sold for money or used in arcane rituals.
Type: gem / blue ; tier 3lapis lazuli
0.00 Encumbrance.
Defense: +6 (+2 eff.)
Physical save: +6 (+2 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+1 eff.)
When used to imbue an object:
Defense: +6 (+2 eff.)
Physical save: +6 (+2 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+1 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Type: gem / blue ; tier 43 sapphire
0.00 Encumbrance.
Defense: +8 (+2 eff.)
Physical save: +8 (+2 eff.)
Spell save: +8 (+2 eff.)
Mental save: +8 (+2 eff.)
When used to imbue an object:
Defense: +8 (+2 eff.)
Physical save: +8 (+2 eff.)
Spell save: +8 (+2 eff.)
Mental save: +8 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Forbidden Tome: "A View From The Gallery"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbidden ; tier 2It can be used to read the book.The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.
Forbidden Tome: "The Day It Came"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbiddenIt can be used to read the book.The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?
Forbidden Tome: "The Illusory Castle"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbiddenIt can be used to read the book.The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.
Type: gem / green ; tier 43 jade
0.00 Encumbrance.
Armour: +4
Changes resistances: +4% all
When used to imbue an object:
Armour: +4
Changes resistances: +4% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Type: gem / green ; tier 4turquoise
0.00 Encumbrance.
Accuracy: +10 (+2 eff.)
Changes resistances penetration: +10% all
When used to imbue an object:
Accuracy: +10 (+2 eff.)
Changes resistances penetration: +10% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Cut Drem Arm
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: misc / gross ; tier 3When wielded/worn:
Damage when hit (Melee): 25 darkness
Disarm immunity: +100%
The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own.The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin.
Activation costs 100 power out of 100/100.Heart of Poosh
Infused by nature
5.00 Encumbrance.[Unique]
Type: misc / landWhen carried:
Changes damage: +2% all
It can be used to natural balance
Eldritch Pearl
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: lite / liteWhen 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: 5.5
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 50.83 cold damage and 40.40 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.
Activation costs 10 power out of 15/15.Summertide Phial
Infused by nature
1.00 Encumbrance.[Unique]
Type: lite / lite ; tier 1When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(137 power, based on Willpower)
Activation costs 1 power out of 1/1.Crystal Focus
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / multi-hued ; tier 2When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight
(The created item can be activated to recover the Focus.)
Latent Damage Type: Arcane
It can be used to combine with a weapon (makes a non enchanted weapon into an artifact)
Prothotipe's Prismatic Eye
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / multi-hued ; tier 3When wielded/worn:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Casts lasers on spellcast when worn or imbued.
When used to imbue an object:
Changes stats: +5 Mag / +5 Con
Changes damage: +10% lightning / +10% fire / +10% cold
Talent mastery: +0.20 Golem / Arcane
Latent Damage Type: Lightning
Talent on hit(spell): Eye Beam (10% chance level 2).This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.
Activation costs 1 power out of 1/1.Dragon Orb (Orb of Command)
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:
Changes stats: +6 Cun
It can be used to use the orb
Activation costs 0 power out of 1000/1000.Automated Portable Extractor
Powered by steamtech
0.00 Encumbrance.[Plot Item]
Type: tinker / powerWhen carried:
It can be used to melt all the items in the APE at once (also done automatically when you change level)
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.
Atamathon's Lost Ruby Eye
0.00 Encumbrance.[Plot Item]
Type: gem / red ; tier 5When wielded/worn:
Changes damage: +12% fire
When used to imbue an object:
Changes damage: +12% fireOne 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.
Petrified Wood
Infused by nature
0.00 Encumbrance.[Unique]
Type: gem / red ; tier 4When wielded/worn:
Changes stats: +25 Con
Changes resistances: +10% cold / +25% nature / +10% darkness
Reduces incoming crit damage: 23.00%
When used to imbue an object:
Changes stats: +25 Con
Changes resistances: +10% cold / +25% nature / +10% darkness
Reduces incoming crit damage: 23.00%
Latent Damage Type: FireA piece of the scorched wood taken from the remains of Snaproot.
Type: alchemist-gem / red ; tier 551 alchemist bloodstone
0.00 Encumbrance.
Life regen 10% of max lifeGems can be sold for money or used in arcane rituals.
Type: gem / red ; tier 53 bloodstone
0.00 Encumbrance.
Stun/Freeze immunity: +60%
When used to imbue an object:
Stun/Freeze immunity: +60%
Latent Damage Type: FireGems can be sold for money or used in arcane rituals.
Type: gem / red ; tier 57 fire opal
0.00 Encumbrance.
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: FireGems can be sold for money or used in arcane rituals.
Type: gem / red ; tier 43 ruby
0.00 Encumbrance.
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: FireGems can be sold for money or used in arcane rituals.
Activation costs 30 power out of 30/30.Rod of Annulment (1/1)
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: charm / rod ; tier 2It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5)
Activation costs 202 power out of 305/400.Rod of Recall (1/1)
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: charm / rodIt can be used to recall the user to the worldmap after 40 turns
You have heard of such items before. They are very useful to adventurers, allowing faster travel.
Activation costs 25 power out of 25/25.Rod of Spydric Poison (1/1)
Infused by nature
2.00 Encumbrance.[Unique]
Type: charm / rodIt can be used to shoot a bolt of spydric poison out to range 8, dealing 316.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move
simple frost salve [power 13] Type: misc / salve ; tier 1 Activation puts Talent Medical Injector on cooldown for 25 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
Activating this item is instant.
It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity)
simple healing salve [power 159] Type: misc / salve ; tier 1 Activation puts Talent Medical Injector on cooldown for 15 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
It can be used to heal 159
Activation costs 0 power out of 1000/1000. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.Transmogrification Chest
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: chest / sher'tulWhen carried:
It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.
Infused by Base power: 39.0 - 46.8Wind Worn Shot (25/25, 39-47 power, 15 apr)
Requires:
- Dexterity 28
3.00 Encumbrance.[Unique]
Type: ammo / shot ; tier 4
Uses stats: 70% Dex, 50% Cun
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 25
When this weapon hits: Tornado (10% chance level 2).
On weapon hit:
* 35% chance for lightning to arc to a second target
Travel speed: +100%These perfectly white spheres appear to have been worn down by years of exposure to strong winds.
This item has been sent to the Item's Vault.
Honeywood Chalice
Infused by nature
2.00 Encumbrance.[Unique]
Type: charm / totem ; tier 4When wielded/worn:
Changes stats: +5 Str
Changes resistances: +10% nature
Changes damage: +5% physical
Talent granted: +1 Battle Trance
Physical save: +10 (+3 eff.)
Life regen: +0.15
Healing mod.: +10%This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.
Activation costs 50 power out of 50/50.The Guardian's Totem
Infused by nature
Infused by arcane disrupting forces
2.00 Encumbrance.[Unique]
Type: charm / totem ; tier 5When wielded/worn:
Effects when hit in melee:
* 18% chance to slow global speed by 73%
Changes stats: +10 Wil
Changes resistances: +20% blight / +20% arcane
Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic
Spell save: +20 (+6 eff.)
Mindpower: +8 (+1 eff.)
It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.)
Activation costs 10 power out of 15/15.Tree of Life
Infused by nature
2.00 Encumbrance.[Unique]
Type: charm / totem ; tier 4When wielded/worn:
Changes stats: +7 Wil / +6 Con
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 (+1 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
Activation costs 20 power out of 40/40.Void Shard
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: charm / wand ; tier 5When 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 (+3 eff.)
It can be used to release a radius 2 burst of void energy at up to range 5, dealing 134.20 temporal and 137.86 darkness damage (based on Magic)
Type: gem / white ; tier 55 diamond
0.00 Encumbrance.
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: ColdGems can be sold for money or used in arcane rituals.
Type: gem / white ; tier 56 moonstone
0.00 Encumbrance.
Defense: +10 (+3 eff.)
Physical save: +10 (+3 eff.)
Spell save: +10 (+3 eff.)
Mental save: +10 (+2 eff.)
When used to imbue an object:
Defense: +10 (+3 eff.)
Physical save: +10 (+3 eff.)
Spell save: +10 (+3 eff.)
Mental save: +10 (+2 eff.)
Latent Damage Type: ColdGems can be sold for money or used in arcane rituals.
Type: gem / white ; tier 52 pearl
0.00 Encumbrance.
Armour: +5
Changes resistances: +5% all
When used to imbue an object:
Armour: +5
Changes resistances: +5% all
Latent Damage Type: ColdGems can be sold for money or used in arcane rituals.
Type: gem / yellow ; tier 44 amber
0.00 Encumbrance.
Physical crit. chance: +4.0%
Changes damage: +8% all
Spell crit. chance: +4%
Mental crit. chance: +4%
When used to imbue an object:
Physical crit. chance: +4.0%
Changes damage: +8% all
Spell crit. chance: +4%
Mental crit. chance: +4%
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.