Mnemonic
Requires:
- Level 35
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +8 Wil
Changes resistances: +25% mind
Talent mastery: +0.20 Psionic / Mentalism
Mental save: +20 (+8 eff.)
Confusion immunity: +40%
Psi each turn: +0.50
Mindpower: +12 (+4 eff.)
When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns.
Talent on hit(mindpower): Mental Refresh (10% chance level 1).
Activating this item is instant.
It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) :
Effective talent level: 2.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power
Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected.
As long as you wear this ring, you will never forget who you are.
This item has been sent to the Item's Vault.
MnemonicRequires:
- Level 35
Infused by psionic forces
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +8 Wil
Changes resistances: +25% mind
Talent mastery: +0.20 Psionic / Mentalism
Mental save: +20 (+8 eff.)
Confusion immunity: +40%
Psi each turn: +0.50
Mindpower: +12 (+4 eff.)
When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns.
Talent on hit(mindpower): Mental Refresh (10% chance level 1).
Activating this item is instant.
It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) :
Effective talent level: 2.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power
Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected.
As long as you wear this ring, you will never forget who you are.
This item has been sent to the Item's Vault.
Newly picked up
Rod of Sarrilon (30-36 power, 4 apr, temporal 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: 200% Mag
Damage type: Physical
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: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal
Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns)
Teleport immunity: +100%
Spellpower: +40 (+9 eff.)
Spell crit. chance: +15%
Reduces paradox anomalies(equivalent to willpower): +25
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Rod of Sarrilon (30-36 power, 4 apr, temporal 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: 200% Mag
Damage type: Physical
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: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal
Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns)
Teleport immunity: +100%
Spellpower: +40 (+9 eff.)
Spell crit. chance: +15%
Reduces paradox anomalies(equivalent to willpower): +25
A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.
This item has been sent to the Item's Vault.
Newly picked up
Warping Vest (30 def, 0 armour)
Requires:
- Strength 20
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 4
When wielded/worn:
Defense: +30 (+13 eff.)
Changes resistances: +25% temporal
Changes resistances cap: +10% temporal
Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving
Pinning immunity: +20%
It can be used to activate talent Scatter (costing 40 power out of 50/50) :
Effective talent level: 5.2
Power cost: 40 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Randomly teleports all targets within a radius of 7 around you, including yourself. Everyone will be teleported between 7 and 14 tiles from their current location.
You will go out of phase (56) for 3 turns.
Requires your Spellpower to beat the target's Spell Save.
This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all.
This item has been sent to the Item's Vault.
Warping Vest (30 def, 0 armour)Warping Vest (30 def, 0 armour)
Requires:
- Strength 20
Powered by arcane forces
9.00 Encumbrance.
[Unique]
Type: armor / light ; tier 4
When wielded/worn:
Defense: +30 (+13 eff.)
Changes resistances: +25% temporal
Changes resistances cap: +10% temporal
Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving
Pinning immunity: +20%
It can be used to activate talent Scatter (costing 40 power out of 50/50) :
Effective talent level: 5.2
Power cost: 40 out of 50/50.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: Randomly teleports all targets within a radius of 7 around you, including yourself. Everyone will be teleported between 7 and 14 tiles from their current location.
You will go out of phase (56) for 3 turns.
Requires your Spellpower to beat the target's Spell Save.
This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all.
This item has been sent to the Item's Vault.
Trident of the Tides (80-112 power, 20 apr)
Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 4
It must be held with both hands.
Base power: 80.0 - 112.0
Uses stat: 140% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 100%
When this weapon hits: Water Bolt (40% chance level 3).
Damage (Melee): +20 nature / +15 cold
When wielded/worn:
Accuracy: +10 (+4 eff.)
Changes resistances: +25% cold
Changes damage: +20% cold
Talent mastery: +0.20 Wild-gift / Rain
Spell save: +18 (+8 eff.)
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 60 power out of 150/150) :
Effective talent level: 3.0
Power cost: 60 out of 150/150.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 194.92.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower.
The power of the tides rush through this trident.
Tridents require the exotic weapons mastery talent to use correctly.
This item has been sent to the Item's Vault.
Trident of the Tides (80-112 power, 20 apr)Requires:
- Strength 35
Infused by nature
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 4
It must be held with both hands.
Base power: 80.0 - 112.0
Uses stat: 140% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +20
Crit. chance: +15.0%
Attack speed: 100%
When this weapon hits: Water Bolt (40% chance level 3).
Damage (Melee): +20 nature / +15 cold
When wielded/worn:
Accuracy: +10 (+4 eff.)
Changes resistances: +25% cold
Changes damage: +20% cold
Talent mastery: +0.20 Wild-gift / Rain
Spell save: +18 (+8 eff.)
See invisible: +2
Talent on hit(spell): Water Bolt (20% chance level 3).
It can be used to activate talent Freeze (costing 60 power out of 150/150) :
Effective talent level: 3.0
Power cost: 60 out of 150/150.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 194.92.
If this is used on a friendly target the cooldown is halved.
The damage will increase with your Spellpower.
The power of the tides rush through this trident.
Tridents require the exotic weapons mastery talent to use correctly.
This item has been sent to the Item's Vault.
Underworld Trident (50-70 power, 10 apr)
Requires:
- Strength 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 3
It must be held with both hands.
Base power: 50.0 - 70.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +10
Crit. chance: +5.0%
Attack speed: 100%
Damage (Melee): +20 shadowflame
Burst (radius 2) on crit: +20 % chance of gloom effects
When wielded/worn:
Physical crit. chance: +5.0%
Hate when firing a critical mind attack: +3.00
Spell crit. chance: +5%
Mental crit. chance: +5%
Light radius: -1
Infravision radius: +3
(The Gloom burst on critical applies debuffs.)
It can be used to activate talent Earthquake (costing 50 power out of 50/50) :
Effective talent level: 3.0
Power cost: 50 out of 50/50.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Causes a violent earthquake that deals 68.83 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects.
The damage will increase with your Spellpower.
Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming.
This item has been sent to the Item's Vault.
Underworld Trident (50-70 power, 10 apr)Requires:
- Strength 24
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / trident ; tier 3
It must be held with both hands.
Base power: 50.0 - 70.0
Uses stat: 120% Str
Damage type: Physical
Mastery: Exotic Weapons Mastery
Accuracy bonus: +0.1% dam / acc
Armour Penetration: +10
Crit. chance: +5.0%
Attack speed: 100%
Damage (Melee): +20 shadowflame
Burst (radius 2) on crit: +20 % chance of gloom effects
When wielded/worn:
Physical crit. chance: +5.0%
Hate when firing a critical mind attack: +3.00
Spell crit. chance: +5%
Mental crit. chance: +5%
Light radius: -1
Infravision radius: +3
(The Gloom burst on critical applies debuffs.)
It can be used to activate talent Earthquake (costing 50 power out of 50/50) :
Effective talent level: 3.0
Power cost: 50 out of 50/50.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Causes a violent earthquake that deals 68.83 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects.
The damage will increase with your Spellpower.
Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming.
This item has been sent to the Item's Vault.
Monolith Armour (40 def, 50 armour)
Requires:
- Constitution 150
- Talent Heavy Armour Training (level 3)
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+19 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+10 eff.)
Spell save: +35 (+9 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+5 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.
Monolith Armour (40 def, 50 armour)Requires:
- Constitution 150
- Talent Heavy Armour Training (level 3)
Powered by arcane forces
17.00 Encumbrance.
[Unique]
Type: armor / massive ; tier 5
When wielded/worn:
Armour: +50
Defense: +40 (+19 eff.)
Fatigue: +70%
Changes stats: +15 Str / +25 Mag
Changes resistances: +10% all
Physical save: +35 (+10 eff.)
Spell save: +35 (+9 eff.)
Life regen: +10.00
Maximum life: +270.00
Spellpower: +25 (+5 eff.)
15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown.
If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware.
This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic.
This item has been sent to the Item's Vault.
Victario's Tasting Chalice
Requires:
- Willpower 28
- Cunning 28
- Dexterity 24
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 4
It is part of a set of items.
'Stay awhile, and listen to the grand tales of Victario, the Harbinger of Everlasting Story!'
When wielded/worn:
Damage (Melee): 18 acid / 18 poison
Damage when hit (Melee): 24 acid / 24 poison
Changes stats: +8 Wil
Changes resistances: +20% nature
Physical save: +15 (+8 eff.)
Poison immunity: +35%
In his early days, Victario served as a taster for a duke he considered "scummier than a ship's ratspawn." After one too many near-fatal poisonings by the duke, Victario murdered his employer and took the bronze chalice for himself.
This item has been sent to the Item's Vault.
Victario's Tasting ChaliceRequires:
- Willpower 28
- Cunning 28
- Dexterity 24
Infused by nature
Crafted by a master
2.00 Encumbrance.
[Unique]
Type: tool / misc ; tier 4
It is part of a set of items.
'Stay awhile, and listen to the grand tales of Victario, the Harbinger of Everlasting Story!'
When wielded/worn:
Damage (Melee): 18 acid / 18 poison
Damage when hit (Melee): 24 acid / 24 poison
Changes stats: +8 Wil
Changes resistances: +20% nature
Physical save: +15 (+8 eff.)
Poison immunity: +35%
In his early days, Victario served as a taster for a duke he considered "scummier than a ship's ratspawn." After one too many near-fatal poisonings by the duke, Victario murdered his employer and took the bronze chalice for himself.
This item has been sent to the Item's Vault.
Colaryem (48-76.8 power, 12 apr)
Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 56%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.
Colaryem (48-76.8 power, 12 apr)Requires:
- Strength 10
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: weapon / greatsword ; tier 3
It must be held with both hands.
Base power: 48.0 - 76.8
Uses stat: 130% Str
Damage type: Physical
Accuracy bonus: +0.4% crit.pwr / acc
Armour Penetration: +12
Crit. chance: +11.0%
Attack speed: 56%
When wielded/worn:
Fatigue: -12%
Changes stats: +7 Dex
Changes resistances: +7% lightning
Changes damage: +7% lightning
Maximum encumbrance: +50
Movement speed: +10%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
Attack speed improves with your strength and size category.
This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.
This item has been sent to the Item's Vault.