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Scions Rulebook
YAGANet


Blacksmithing enables a character to produce various weapons in their "Forge". For game purposes, the forge is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their forge at plot discretion.

For each purchase of this skill, a character gains a number of Blacksmith tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion. The number listed in parenthesis () is the number of tags required to perform a designated tasks.

Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.

Blacksmithing involves using materials to produce new, lasting, items. Production costs are 1 silver per tag used. Using a lab allows a 1 tag reduction in tag cost. Using a useless item of the appropriate type reduces tag cost by 1 tag. At now time may tag cost be reduced below one tag, however, if tag cost *would* have been reduced below 1 tag, then two items of the appropriate type are created as a result of the character's efforts.


Armor

    1 Tag Actions

    • Leather Armguard
    • Leather Leg Armor
    • Leather Torso Armor

    2 Tag Actions

    • Chain Armguard
    • Chain Leg Armor
    • Chain Torso Armor

    3 Tag Actions

    • Plate Armguard
    • Plate Leg Armor
    • Plate Torso Armor

    8 Tag Actions

    • Immaculate Armor - May be added to any point of armor, making it count as "Enhanced". See Armor section for details.
    • Mastercrafted Armor - Weapon or Armor Piece can reduce a Massive attack to Basic once per day. In the case of weapons, the attack must hit the weapon in question. In the case of armor, the attack must hit the body of the target, but may be combined with another defense, such as Physical Shield or Parry. In these cases, the Reduce Massive and the Skill/Power are used up, but only the feature is called. Mastercrafting may be used multiple times on the same item to give it multiple reductions, although all mastercrafting must be done simultaneously (from the same batch of tags).
    • Strengthened Armor - Item resists break once per day. Any item can be strengthened multiple times, however this must all be from one expenditure of tags. (example, you could spend 16 tags to strengthen a sword twice, but not 8 tags one day and 8 tags another day) Poisons cannot be strengthened, although containers for non-gas (G) poisons can. Traps can be strengthened, but will not resist their own blast. Any other item may be strengthened normally.

    40 Tag Actions

    • Blessed Ivory Shield - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (Dagger made from this recipe, not consumed). Once made, Shield is immune to any Break effects except Talent, Divine and Arcane. Shield will also block Magic Attacks that hit it twice per day (target calls 'shield'). Shield is only usable by an Elf.
    • Crude Obsidian Shield - Requires Block of Obsidian (rare away from volcanic areas, 5gp), Crushed Magma Sandpaper, Crude Obcidian Hammer (not consumed). Once made, Shield is immune to any Break effects except Talent, Divine and Arcane. Shield will "Rebound" one piercing attack that hits it. Shield is only usable by a Mongrel.
    • Glowstone Shield - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). Once made, weapon is immune to any Break effects except Talent, Divine and Arcane. Shield will also rebound one packet or weapon delivered Bardic attack once per day. Shield is only usable by a Dark Elf.
    • Soulstone Shield - Requires Soulstone (Greater Blessing) and a strengthened Shield. Shield should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.) Once made, Shield is immune to any Break effects except Talent, Divine and Arcane. Shield will also block Holy Attacks that hit it twice per day. Shield is only usable by the Shard whose soulstone was used to create it.
    • Torodinium Shield - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). Once made, Shield is immune to any Break effects except Talent, Divine and Arcane. Shield will "Absorb" one massive attack that hits it. Shield is only usable by a Human.
    • Wraithbone Shield - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). Once made, shield is immune to any Break effects except Talent, Divine and Arcane. Shield can convert any "healing" effect that hits it to "rending" twice per day. Shield is only usable by an Undead.

    50 Tag Actions

    • Coat of the Faithful - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Cloth Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any "Holy" attacks are reduced by half. Armor is only usable by the Shard whose soulstone was used to create it.
    • Coercer's Coat - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Cloth Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any self prayers or spells used by the character may also be cast on another Dark Elf by touch at the same time. Armor is only usable by a Dark Elf.
    • Coercer's Leggings - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Cloth Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may confer a "Shield Bardic" on another character once per day with a 10-count. Armor is only usable by a Dark Elf.
    • Coercer's Sleeves - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Cloth Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor grants the wearer two extra packets with any "Shotgun" spell or prayer. Armor is only usable by a Dark Elf.
    • Druid's Coat - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Cloth Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the tunic will halve the damage taken by any magic spell (target must call "reduced"). Armor is only usable by an Elf.
    • Druid's Leggings - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Cloth Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may confer a "Shield Smite" on another character once per day with a 10-count. Armor is only usable by an Elf.
    • Druid's Sleeves - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Cloth Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor grants the wearer an extra packet with any "Rapid Fire" magic spell. Armor is only usable by an Elf.
    • Leggings of the Faithful - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Cloth Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may confer a "Shield Holy" on another character once per day with a 10-count. Armor is only usable by the Shard whose soulstone was used to create it.
    • Necromancer's Coat - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Cloth Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any "Healing" attacks are reduced by half. Armor is only usable by an Undead.
    • Necromancer's Leggings - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Cloth Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may confer a "Shield Healing" on another character once per day with a 10-count. Armor is only usable by an Undead.
    • Necromancer's Sleeves - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Cloth Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any Elemental (earth, flame, ice, wind) attacks used may be converted to "Rending" three times per day. Armor is only usable by an Undead.
    • Sleeves of the Faithful - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Cloth Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor allows the character to change a bardic or magic attack to "Holy" three times per day. Armor is only usable by the Shard whose soulstone was used to create it.
    • Watchman's Coat - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Cloth Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any "Piercing" attacks are reduced by half. Armor is only usable by a Human.
    • Watchman's Leggings - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Cloth Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may confer a "Shield Poison" on another character once per day with a 10-count. Armor is only usable by a Human.
    • Watchman's Sleeves - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Cloth Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any "Magic" attacks used may be converted to "Bardic", "Bardic" attacks used may be converted to "Holy", and "Holy" attacks used may be converted to "Magic". Two Watchman's Sleeves worn simultaneously allows conversion in any direction (e.g., Bardic to Magic or Magic to Holy). Armor is only usable by a Human.

    51 Tag Actions

    • Assassin's Bracers - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Leather Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the character may use a weapon coating poison twice. In order to do this, the second attack must be made within two seconds of the first. Armor is only usable by a Dark Elf.
    • Assassin's Pants - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Leather Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character takes half damage when they use "Berserk" Poisons (rounded down). If both legs are Assassin's Pants, character takes one quarter damage from Berserk Poisons (rounded down). Armor is only usable by a Dark Elf.
    • Assassin's Tunic - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Leather Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any ranged attack once per day. Armor is only usable by a Dark Elf.
    • Bracers of the Fanatic - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Leather Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any Blessings used by the character do double damage (if applicable). Armor is only usable by the Shard whose soulstone was used to create it.
    • Charlatan's Bracers - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Leather Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any Poisons used by the character with a damage effect do double damage (triple if two Charlatan's Bracers are worn). Armor is only usable by a Human.
    • Charlatan's Pants - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Leather Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, double the effect of any healing poisons drunk and double the swung while under the effect of a Berserk Poison. Armor is only usable by a Human.
    • Charlatan's Tunic - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Leather Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any trap once per day. Armor is only usable by a Human.
    • Graverobber's Bracers - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Leather Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, twice per day on a successful melee attack the character may immediately heal themselves for the amount of the attack. Armor is only usable by an Undead.
    • Graverobber's Pants - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Leather Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may "Detect Holy" on a ten count by touch. Armor is only usable by an Undead.
    • Graverobber's Tunic - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Leather Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any Holy attack twice per day. Armor is only usable by an Undead.
    • Huntsman's Bracers - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Leather Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor grants the wearer +1 damage whenever a frenzy is used with a ranged weapon. Armor is only usable by an Elf.
    • Huntsman's Pants - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Leather Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor allows the character to "Release" once per day. Armor is only usable by an Elf.
    • Huntsman's Tunic - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Leather Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any trap once per day. Armor is only usable by an Elf.
    • Pants of the Fanatic - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Leather Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any "Revive 0" effects used by the character are increased to "Revive 1". Armor is only usable by the Shard whose soulstone was used to create it.
    • Tunic of the Fanatic - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Leather Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, Elemental attacks (Earth, Flame, Ice, Wind) do half damage. Armor is only usable by the Shard whose soulstone was used to create it.

    52 Tag Actions

    • Bracers of the Unforgiven - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Chain Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may "Absorb" one "Poison" attack at a time (two with a pair of Bracers of the Unforgiven). After using the Absorbed attack the Undead may Absorb another. Armor is only usable by an Undead.
    • Bracers of the Zealot - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Chain Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, Sacrifices used by the character may be used twice per HP spent (3 times if two bracers are worn). Armor is only usable by the Shard whose soulstone was used to create it.
    • Forester's Bracers - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Chain Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor grants the wearer an additional point of melee damage for every 10 master prayers or songs the character has. Armor is only usable by an Elf.
    • Forester's Mail - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Chain Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, armor has a Threshold of 2. Armor is only usable by an Elf.
    • Forester's Pants - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Chain Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the wearer may use a tagged defensive skill without expending the tag. Armor is only usable by an Elf.
    • Guardian's Bracers - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Chain Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, two non "instant" spells, songs or prayers do double damage and all Lingering songs have double effect (Triple if two Guardian Bracers are worn). Armor is only usable by a Human.
    • Guardian's Mail - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Chain Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may call "Immune" to three "Smite" effects per day. Armor is only usable by a Human.
    • Guardian's Pants - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Chain Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any beneficial prayers, songs or spells that use "Shotgun" or "Rapid Fire" delivery methods may have an extra packet. Armor is only usable by a Human.
    • Interrogater's Bracers - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Chain Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, when attacking a target maintaining a Lingering Bardic effect, the caster may convert their damage to "Massive" if desired while attacking the Bard. If two Bracers are worn, damage calls may be doubled. Armor is only usable by a Dark Elf.
    • Interrogater's Mail - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Chain Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character is "Immune" to all "Rebound" effects. Armor is only usable by a Dark Elf.
    • Interrogater's Pants - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Chain Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the caster may declare "Immune" to 2 "Enemies" calls per day. Armor is only usable by a Dark Elf.
    • Mail of the Unforgiven - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Chain Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may call "Rebound" to three "Rebound" effects per day. Armor is only usable by an Undead.
    • Mail of the Zealot - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Chain Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may call "Immune" to three "Net" effects per day. Armor is only usable by the Shard whose soulstone was used to create it.
    • Pants of the Unforgiven - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Chain Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any beneficial prayers, songs or spells that use "Shotgun" or "Rapid Fire" delivery methods may have an extra packet. Armor is only usable by an Undead.
    • Pants of the Zealot - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Chain Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, any prayers cast on the character by another character of the same god are doubled. Armor is only usable by the Shard whose soulstone was used to create it.

    53 Tag Actions

    • Breastplate of Aiilu - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Plate Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any "Basic" flavor attacks. Armor is only usable by an Elf.
    • Breastplate of Nynth - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Plate Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any "Basic" attacks. Armor is only usable by a Dark Elf.
    • Breastplate of Qwin - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Plate Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any "Basic" attacks. Armor is only usable by the Shard whose soulstone was used to create it.
    • Breastplate of the Damned - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Plate Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any "Basic" attacks. Armor is only usable by an Undead.
    • Greaves of Alryn - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Plate Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, each time the wearer is taken to -1 or less hitpoints the armor will cast a "Holy Revive 1" on the wearer after thirty seconds. This ability only works once per day, but if interrupted by either the character being healed to 0 or more OR the Greaves removed from the character before the effect is triggered it may attempt again until successful. Armor is only usable by an Elf.
    • Greaves of Alyssia - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Plate Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may instantly transfer hit points to another character of the same god ("x Holy Healing {rending to undead}"). Armor is only usable by the Shard whose soulstone was used to create it.
    • Greaves of Jural - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Plate Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may choose to exchange any "Holy" attacks to "Magic" and vice versa. Armor is only usable by a Dark Elf.
    • Greaves of Khuzad - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Plate Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, character may transfer hit points from another conscious character of a different god to themself on a 10-count. Victim must be willing or incapacitated for this to work. Character may not tap more hit points than the victim has available or the character has missing. Armor is only usable by a Human.
    • Greaves of Torment - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Plate Leg. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, each time the wearer is taken to -1 or less hitpoints the armor will cast a "Holy Revive 1" on the wearer after thirty seconds. This ability only works once per day, but if interrupted by either the character being healed to 0 or more OR the Greaves removed from the character before the effect is triggered it may attempt again until successful. Armor is only usable by an Undead.
    • Olaf's Breastplate - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Plate Torso. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, the wearer may call "No Effect" to any "Basic" attacks. Armor is only usable by a Human.
    • Vambrace of Destruction - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). This will create an Immaculate Plate Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the armor allows the character to transform an incoming "Healing" attack into "Rending". Armor is only usable by an Undead.
    • Vambrace of Kala - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Not consumed). This will create an Immaculate Plate Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the armor allows the character to absorb a "Massive" attack and re-use it as "Bardic". Armor is only usable by a Human.
    • Vambrace of Rubeli - Requires Soulstone (Greater Blessing) and an appropriate piece of strenthened armor. Armor should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.). This will create an Immaculate Plate Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the armor allows the character to absorb a "Massive" attack and re-use it as "Holy". Armor is only usable by the Shard whose soulstone was used to create it.
    • Vambrace of Silas - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). This will create an Immaculate Plate Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the armor allows the character to absorb a "Bardic" attack and re-use it as either "Holy" or "Magic". Armor is only usable by a Dark Elf.
    • Vambrace of Tobiath - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (not consumed). This will create an Immaculate Plate Arm. Once made, Armor is immune to any Break effects except Talent, Divine and Arcane. In addition, once per day the armor allows the character to use an offensive tagged skill without expending the tag. Armor is only usable by an Elf.

Weapons

    1 Tag Actions

    • Simple Melee Weapon

    2 Tag Actions

    • One Handed Melee Weapon
    • Projectile Weapon

    3 Tag Actions

    • Two Handed Melee Weapon

    5 Tag Actions

    • Blade of Dark: Minor - Requires a weapon and a Class 1 Imbued Amethyst of Deception. Weapon allows the user to swing for a "Dark" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Dark" their primary element.
    • Blade of Doom: Minor - Requires a weapon and a Class 1 Imbued Doom Topaz. Weapon allows the user to swing for a "Doom" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Doom" their primary element.
    • Blade of Earth: Minor - Requires a weapon and a Class 1 Imbued Opal of Earth. Weapon allows the user to swing for a "Earth" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Earth" their primary element.
    • Blade of Fear: Minor - Requires a weapon and a Class 1 Imbued Obsidian of Fear. Weapon allows the user to swing for a "Fear" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Fear" their primary element.
    • Blade of Flame: Minor - Requires a weapon and a Class 1 Imbued Ruby of Flame. Weapon allows the user to swing for a "Flame" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Flame" their primary element.
    • Blade of Growth: Minor - Requires a weapon and a Class 1 Imbued Emerald of Growth. Weapon allows the user to swing for a "Growth" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Growth" their primary element.
    • Blade of Ice: Minor - Requires a weapon and a Class 1 Imbued Cold Sapphire. Weapon allows the user to swing for a "Ice" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Ice" their primary element.
    • Blade of Light: Minor - Requires a weapon and a Class 1 Imbued Diamond of Light. Weapon allows the user to swing for a "Light" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Light" their primary element.
    • Blade of Luck: Minor - Requires a weapon and a Class 1 Imbued Lucky Peridot. Weapon allows the user to swing for a "Luck" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Luck" their primary element.
    • Blade of Wind: Minor - Requires a weapon and a Class 1 Imbued Aquamarine of Wind. Weapon allows the user to swing for a "Wind" effect once ever, after which the weapon ceases being imbued but remains a standard weapon. Unlike most other imbues, multiple identical gems may be used to create additional "charges", although each of these costs an additional 5 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Wind" their primary element.

    8 Tag Actions

    • Mastercrafted Weapon - Weapon or Armor Piece can reduce a Massive attack to Basic once per day. In the case of weapons, the attack must hit the weapon in question. In the case of armor, the attack must hit the body of the target, but may be combined with another defense, such as Physical Shield or Parry. In these cases, the Reduce Massive and the Skill/Power are used up, but only the feature is called. Mastercrafting may be used multiple times on the same item to give it multiple reductions, although all mastercrafting must be done simultaneously (from the same batch of tags).
    • Strengthened Weapon - Item resists break once per day. Any item can be strengthened multiple times, however this must all be from one expenditure of tags. (example, you could spend 16 tags to strengthen a sword twice, but not 8 tags one day and 8 tags another day) Poisons cannot be strengthened, although containers for non-gas (G) poisons can. Traps can be strengthened, but will not resist their own blast. Any other item may be strengthened normally.

    10 Tag Actions

    • Blade of Dark: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Amethyst of Deception. Weapon allows the user to swing for a "Dark" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Dark" their primary element.
    • Blade of Doom: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Doom Topaz. Weapon allows the user to swing for a "Doom" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Doom" their primary element.
    • Blade of Earth: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Opal of Earth. Weapon allows the user to swing for a "Earth" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Earth" their primary element.
    • Blade of Fear: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Obsidian of Fear. Weapon allows the user to swing for a "Fear" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Fear" their primary element.
    • Blade of Flame: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Ruby of Flame. Weapon allows the user to swing for a "Flame" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Flame" their primary element.
    • Blade of Growth: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Emerald of Growth. Weapon allows the user to swing for a "Growth" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Growth" their primary element.
    • Blade of Ice: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Cold Sapphire. Weapon allows the user to swing for a "Ice" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Ice" their primary element.
    • Blade of Light: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Diamond of Light. Weapon allows the user to swing for a "Light" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Light" their primary element.
    • Blade of Luck: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Lucky Peridot. Weapon allows the user to swing for a "Luck" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Luck" their primary element.
    • Blade of Wind: Lesser - Requires a weapon of at least Mastercrafted status and a Class 2 Imbued Aquamarine of Wind. Weapon allows the user to swing for a "Wind" effect once per day. Unlike most other imbues, multiple identical gems may be used to create additional "charges" per day, although each of these costs an additional 10 tags and all must be done at item creation. This weapon may only be used by a character who has declared "Wind" their primary element.

    15 Tag Actions

    • Blade of Dark - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Amethyst of Deception. Weapon's default effect changes to "Dark". This weapon may only be used by a character who has declared "Dark" their primary element.
    • Blade of Doom - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Doom Topaz. Weapon's default effect changes to "Doom". This weapon may only be used by a character who has declared "Doom" their primary element.
    • Blade of Earth - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Opal of Earth. Weapon's default effect changes to "Earth". This weapon may only be used by a character who has declared "Earth" their primary element.
    • Blade of Fear - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Obsidian of Fear. Weapon's default effect changes to "Fear". This weapon may only be used by a character who has declared "Fear" their primary element.
    • Blade of Flame - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Ruby of Flame. Weapon's default effect changes to "Flame". This weapon may only be used by a character who has declared "Flame" their primary element.
    • Blade of Growth - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Emerald of Growth. Weapon's default effect changes to "Growth". This weapon may only be used by a character who has declared "Growth" their primary element.
    • Blade of Ice - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Cold Sapphire. Weapon's default effect changes to "Ice". This weapon may only be used by a character who has declared "Ice" their primary element.
    • Blade of Light - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Diamond of Light. Weapon's default effect changes to "Light". This weapon may only be used by a character who has declared "Light" their primary element.
    • Blade of Luck - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Lucky Peridot. Weapon's default effect changes to "Luck". This weapon may only be used by a character who has declared "Luck" their primary element.
    • Blade of Wind - Requires a weapon of at least Mastercrafted status and a Class 3 Imbued Aquamarine of Wind. Weapon's default effect changes to "Wind". This weapon may only be used by a character who has declared "Wind" their primary element.

    25 Tag Actions

    • Blade of Dark: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Amethyst of Deception. Weapon's default effect changes to "Dark". Additionally, the weapon may parry any weapon attack with a "Light" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Dark" their primary element.
    • Blade of Doom: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Doom Topaz. Weapon's default effect changes to "Doom". Additionally, the weapon may parry any weapon attack with a "Growth" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Doom" their primary element.
    • Blade of Earth: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Opal of Earth. Weapon's default effect changes to "Earth". Additionally, the weapon may parry any weapon attack with a "Wind" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Earth" their primary element.
    • Blade of Fear: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Obsidian of Fear. Weapon's default effect changes to "Fear". Additionally, the weapon may parry any weapon attack with a "Luck" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Fear" their primary element.
    • Blade of Flame: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Ruby of Flame. Weapon's default effect changes to "Flame". Additionally, the weapon may parry any weapon attack with a "Ice" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Flame" their primary element.
    • Blade of Growth: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Emerald of Growth. Weapon's default effect changes to "Growth". Additionally, the weapon may parry any weapon attack with a "Doom" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Growth" their primary element.
    • Blade of Ice: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Cold Sapphire. Weapon's default effect changes to "Ice". Additionally, the weapon may parry any weapon attack with a "Flame" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Ice" their primary element.
    • Blade of Light: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Diamond of Light. Weapon's default effect changes to "Light". Additionally, the weapon may parry any weapon attack with a "Dark" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Light" their primary element.
    • Blade of Luck: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Lucky Peridot. Weapon's default effect changes to "Luck". Additionally, the weapon may parry any weapon attack with a "Fear" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Luck" their primary element.
    • Blade of Wind: Greater - Requires a weapon of at least Mastercrafted status and a Class 4 Imbued Aquamarine of Wind. Weapon's default effect changes to "Wind". Additionally, the weapon may parry any weapon attack with a "Earth" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Wind" their primary element.

    30 Tag Actions

    • Blade of Dark: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Amethyst of Deception. Weapon's default effect changes to "Dark". Additionally, the weapon may parry any attack with a "Light" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Dark" their primary element.
    • Blade of Doom: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Doom Topaz. Weapon's default effect changes to "Doom". Additionally, the weapon may parry any attack with a "Growth" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Doom" their primary element.
    • Blade of Earth: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Opal of Earth. Weapon's default effect changes to "Earth". Additionally, the weapon may parry any attack with a "Wind" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Earth" their primary element.
    • Blade of Fear: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Obsidian of Fear. Weapon's default effect changes to "Fear". Additionally, the weapon may parry any attack with a "Luck" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Fear" their primary element.
    • Blade of Flame: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Ruby of Flame. Weapon's default effect changes to "Flame". Additionally, the weapon may parry any attack with a "Ice" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Flame" their primary element.
    • Blade of Growth: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Emerald of Growth. Weapon's default effect changes to "Growth". Additionally, the weapon may parry any attack with a "Doom" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Growth" their primary element.
    • Blade of Ice: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Cold Sapphire. Weapon's default effect changes to "Ice". Additionally, the weapon may parry any attack with a "Flame" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Ice" their primary element.
    • Blade of Light: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Diamond of Light. Weapon's default effect changes to "Light". Additionally, the weapon may parry any attack with a "Dark" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Light" their primary element.
    • Blade of Luck: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Lucky Peridot. Weapon's default effect changes to "Luck". Additionally, the weapon may parry any attack with a "Fear" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Luck" their primary element.
    • Blade of Wind: Major - Requires a weapon of at least Mastercrafted status and a Class 5 Imbued Aquamarine of Wind. Weapon's default effect changes to "Wind". Additionally, the weapon may parry any attack with a "Earth" effect as long as the owner blocks the shot OOP. This weapon may only be used by a character who has declared "Wind" their primary element.

    35 Tag Actions

    • Blade of Dark: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Amethyst of Deception. Weapon's default effect changes to "Dark". Additionally, the weapon may "absorb" any attack with a "Light" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Dark". This weapon may only be used by a character who has declared "Dark" their primary element.
    • Blade of Doom: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Doom Topaz. Weapon's default effect changes to "Doom". Additionally, the weapon may "absorb" any attack with a "Growth" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Dark". This weapon may only be used by a character who has declared "Doom" their primary element.
    • Blade of Earth: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Opal of Earth. Weapon's default effect changes to "Earth". Additionally, the weapon may "absorb" any attack with a "Wind" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Earth". This weapon may only be used by a character who has declared "Earth" their primary element.
    • Blade of Fear: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Obsidian of Fear. Weapon's default effect changes to "Fear". Additionally, the weapon may "absorb" any attack with a "Luck" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Fear". This weapon may only be used by a character who has declared "Fear" their primary element.
    • Blade of Flame: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Ruby of Flame. Weapon's default effect changes to "Flame". Additionally, the weapon may "absorb" any attack with a "Ice" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Flame". This weapon may only be used by a character who has declared "Flame" their primary element.
    • Blade of Growth: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Emerald of Growth. Weapon's default effect changes to "Growth". Additionally, the weapon may "absorb" any attack with a "Doom" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Growth". This weapon may only be used by a character who has declared "Growth" their primary element.
    • Blade of Ice: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Cold Sapphire. Weapon's default effect changes to "Ice". Additionally, the weapon may "absorb" any attack with a "Flame" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Ice". This weapon may only be used by a character who has declared "Ice" their primary element.
    • Blade of Light: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Diamond of Light. Weapon's default effect changes to "Light". Additionally, the weapon may "absorb" any attack with a "Dark" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Light". This weapon may only be used by a character who has declared "Light" their primary element.
    • Blade of Luck: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Lucky Peridot. Weapon's default effect changes to "Luck". Additionally, the weapon may "absorb" any attack with a "Fear" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Luck". This weapon may only be used by a character who has declared "Luck" their primary element.
    • Blade of Wind: Superior - Requires a weapon of at least Mastercrafted status and a Class 6 Imbued Aquamarine of Wind. Weapon's default effect changes to "Wind". Additionally, the weapon may "absorb" any attack with a "Earth" effect as long as the owner blocks the shot OOP. When the owner uses the absorbed attack, its effect is changed to "Wind". This weapon may only be used by a character who has declared "Wind" their primary element.

    40 Tag Actions

    • Blessed Ivory Weapon - Requires Blessed Bones (Prayer, High rarity outside Elven territory), Blessed Ivory Knife (Dagger made from this recipe, not consumed). Once made, weapon is immune to any Break effects except Talent, Divine and Arcane and carries an "Ancient" flavor. Weapon is only usable by an Elf.
    • Crude Obsidian Weapon - Requires Block of Obsidian (rare away from volcanic areas, 5gp), Crushed Magma Sandpaper, Crude Obcidian Hammer (hammer made from this recipe, not consumed). Once made, weapon is immune to any Break effects except Talent, Divine and Arcane and carries an "Ancient" flavor. Weapon is only usable by a Mongrel.
    • Glowstone Weapon - Requires Glowstone (5 gp, common in City of Night, rare anywhere else), Glowstone Temper (Poison Making). Once made, weapon is immune to any Break effects except Talent, Divine and Arcane and carries an "Ancient" flavor. Weapon is only usable by a Dark Elf.
    • Soulstone Weapon - Requires Soulstone (Greater Blessing) and a strengthened weapon. Weapon should reflect the deity of the Shard who will use it (flames inscribed for a cleric of Fiera, skulls for Rend, etc.) Once made, weapon is immune to any Break effects except Talent, Divine and Arcane and carries an "Ancient" flavor. Weapon is only usable by an Angelic/Demonic.
    • Torodinium Weapon - Requires piece of torodinium (5 gp, medium rarity near torodan or city of night, rare anywhere else), Acidic Temper (Poison Making), Torodinium Hammer (Hammer made from this recipe, not consumed). Once made, weapon is immune to any Break effects except Talent, Divine and Arcane and carries an "Ancient" flavor. Weapon is only usable by a Human.
    • Wraithbone Weapon - Requires Wraithbone (Prayer), Wraithbone Temper (Poison Making). Once made, weapon is immune to any Break effects except Talent, Divine and Arcane and carries an "Ancient" flavor. Weapon is only usable by an Undead.

Jewelry

    5 Tag Actions

    • Bronze Ring - A normal Bronze Ring.
    • Copper Ring - A normal Copper Ring.
    • Gold Ring - A normal Gold Ring.
    • Imbued Bracelet of Balance: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Opal of Balance. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Garguth.
    • Imbued Bracelet of Deception: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Amethyst of Deception. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Veil.
    • Imbued Bracelet of Destruction: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Topaz of Destruction. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Rend.
    • Imbued Bracelet of Distraction: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Peridot of Distraction. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Risirr.
    • Imbued Bracelet of Justice: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Ruby of Justice. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Fiera.
    • Imbued Bracelet of Knowledge: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Jade Prism of Knowledge. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Orn.
    • Imbued Bracelet of Nature: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Emerald of Nature. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Eraen.
    • Imbued Bracelet of Nightmares: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Obsidian Shard of Nightmares. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Mordekai.
    • Imbued Bracelet of Purity: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Diamond of Purity. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Sond.
    • Imbued Bracelet of the Spirit: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Aquamarine of the Spirit. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Silveen.
    • Imbued Bracelet of Vengeance: Minor - Requires Immaculate Copper Bracelet and a class 1 Imbued Sapphire of Vengeance. Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Isikil.
    • Imbued Earring of Balance: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Opal of Balance. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Garguth.
    • Imbued Earring of Deception: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Amethyst of Deception. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Veil.
    • Imbued Earring of Destruction: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Topaz of Destruction. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Rend.
    • Imbued Earring of Distraction: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Peridot of Distraction. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Risirr.
    • Imbued Earring of Justice: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Ruby of Justice. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Fiera.
    • Imbued Earring of Knowledge: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Jade Prism of Knowledge. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Orn.
    • Imbued Earring of Nature: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Emerald of Nature. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Eraen.
    • Imbued Earring of Nightmares: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Obsidian Shard of Nightmares. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Mordekai.
    • Imbued Earring of Purity: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Diamond of Purity. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Sond.
    • Imbued Earring of the Spirit: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Aquamarine of the Spirit. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Silveen.
    • Imbued Earring of Vengeance: Minor - Requires Immaculate Copper Earring and a class 1 Imbued Sapphire of Vengeance. Earring adds one to the level of the caster for purposes of determining power damage once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Isikil.
    • Imbued Necklace of Balance: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Opal of Balance. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Garguth. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Deception: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Amethyst of Deception. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Veil. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Destruction: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Topaz of Destruction. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Rend. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Distraction: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Peridot of Distraction. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Risirr. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Justice: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Ruby of Justice. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Fiera. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Knowledge: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Jade Prism of Knowledge. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Orn. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Nature: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Emerald of Nature. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Eraen. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Nightmares: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Obsidian Shard of Nightmares. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Mordekai. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Purity: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Diamond of Purity. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Sond. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of the Spirit: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Aquamarine of the Spirit. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Silveen. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Vengeance: Minor - Requires Immaculate Copper Necklace and a class 1 Imbued Sapphire of Vengeance. Necklace acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once used, bracelet is rendered useless. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Isikil. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Ring of Balance: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Opal of Balance. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Garguth.
    • Imbued Ring of Deception: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Amethyst of Deception. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Veil.
    • Imbued Ring of Destruction: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Topaz of Destruction. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Rend.
    • Imbued Ring of Distraction: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Peridot of Distraction. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Risirr.
    • Imbued Ring of Justice: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Ruby of Justice. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Fiera.
    • Imbued Ring of Knowledge: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Jade Prism of Knowledge. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Orn.
    • Imbued Ring of Nature: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Emerald of Nature. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Eraen.
    • Imbued Ring of Nightmares: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Obsidian Shard of Nightmares. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Mordekai.
    • Imbued Ring of Purity: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Diamond of Purity. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Sond.
    • Imbued Ring of the Spirit: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Aquamarine of the Spirit. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Silveen.
    • Imbued Ring of Vengeance: Minor - Requires Immaculate Copper Ring and a class 1 Imbued Sapphire of Vengeance. Ring allows user to use one extra packet in a Shotgun power once ever. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Isikil.
    • Silver Ring - A normal Silver Ring.
    • Steel Ring - A normal Steel Ring.
    • {Racial} Ring - A normal {Racial} Ring. Racial type must be declared at tag creation. Requires same components as other Racial items (SoulStone requires Gold Ring as base). Once created, item is immune to all Break effects except Arcane, Divine, or Talent. Ring may only be worn by a member of the appropriate race.

    7 Tag Actions

    • Bronze Earring - A normal Bronze Earring.
    • Copper Earring - A normal Copper Earring.
    • Gold Earring - A normal Gold Earring.
    • Silver Earring - A normal Silver Earring.
    • Steel Earring - A normal Steel Earring.
    • {Racial} Earring - A normal {Racial} Earring. Racial type must be declared at tag creation. Requires same components as other Racial items (SoulStone requires Gold Earring as base). Once created, item is immune to all Break effects except Arcane, Divine, or Talent. Earring may only be worn by a member of the appropriate race.

    10 Tag Actions

    • Bronze Necklace - A normal Bronze Necklace.
    • Copper Necklace - A normal Copper Necklace.
    • Gold Necklace - A normal Gold Necklace.
    • Imbued Bracelet of Balance: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Opal of Balance. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Garguth.
    • Imbued Bracelet of Deception: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Amethyst of Deception. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Veil.
    • Imbued Bracelet of Destruction: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Topaz of Destruction. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Rend.
    • Imbued Bracelet of Distraction: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Peridot of Distraction. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Risirr.
    • Imbued Bracelet of Justice: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Ruby of Justice. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Fiera.
    • Imbued Bracelet of Knowledge: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Jade Prism of Knowledge. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Orn.
    • Imbued Bracelet of Nature: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Emerald of Nature. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Eraen.
    • Imbued Bracelet of Nightmares: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Obsidian Shard of Nightmares. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Mordekai.
    • Imbued Bracelet of Purity: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Diamond of Purity. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Sond.
    • Imbued Bracelet of the Spirit: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Aquamarine of the Spirit. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Silveen.
    • Imbued Bracelet of Vengeance: Lesser - Requires Immaculate Bronze Bracelet and a class 2 Imbued Sapphire of Vengeance. Each day, Bracelet acts as a hit point "buffer", adding one level to the wearer for the purposes of determining Hit Points. Hit Points on the bracelet are automatically deducted before any others. Additional Hit Points may not be healed once used up. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Isikil.
    • Imbued Earring of Balance: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Opal of Balance. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Garguth.
    • Imbued Earring of Deception: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Amethyst of Deception. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Veil.
    • Imbued Earring of Destruction: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Topaz of Destruction. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Rend.
    • Imbued Earring of Distraction: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Peridot of Distraction. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Risirr.
    • Imbued Earring of Justice: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Ruby of Justice. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Fiera.
    • Imbued Earring of Knowledge: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Jade Prism of Knowledge. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Orn.
    • Imbued Earring of Nature: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Emerald of Nature. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Eraen.
    • Imbued Earring of Nightmares: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Obsidian Shard of Nightmares. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Mordekai.
    • Imbued Earring of Purity: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Diamond of Purity. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Sond.
    • Imbued Earring of the Spirit: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Aquamarine of the Spirit. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Silveen.
    • Imbued Earring of Vengeance: Lesser - Requires Immaculate Bronze Earring and a class 2 Imbued Sapphire of Vengeance. Earring adds one to the level of the caster for purposes of determining power damage once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Isikil.
    • Imbued Necklace of Balance: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Opal of Balance. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Garguth. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Deception: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Amethyst of Deception. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Veil. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Destruction: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Topaz of Destruction. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Rend. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Distraction: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Peridot of Distraction. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Risirr. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Justice: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Ruby of Justice. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Fiera. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Knowledge: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Jade Prism of Knowledge. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Orn. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Nature: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Emerald of Nature. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Eraen. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Nightmares: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Obsidian Shard of Nightmares. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Mordekai. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Purity: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Diamond of Purity. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Sond. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of the Spirit: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Aquamarine of the Spirit. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Silveen. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Vengeance: Lesser - Requires Immaculate Bronze Necklace and a class 2 Imbued Sapphire of Vengeance. Each day, Bracelet acts as a skill "buffer", allowing the user to reuse any single tagged skill. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Isikil. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Ring of Balance: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Opal of Balance. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Garguth.
    • Imbued Ring of Deception: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Amethyst of Deception. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Veil.
    • Imbued Ring of Destruction: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Topaz of Destruction. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Rend.
    • Imbued Ring of Distraction: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Peridot of Distraction. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Risirr.
    • Imbued Ring of Justice: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Ruby of Justice. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Fiera.
    • Imbued Ring of Knowledge: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Jade Prism of Knowledge. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Orn.
    • Imbued Ring of Nature: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Emerald of Nature. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Eraen.
    • Imbued Ring of Nightmares: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Obsidian Shard of Nightmares. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Mordekai.
    • Imbued Ring of Purity: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Diamond of Purity. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Sond.
    • Imbued Ring of the Spirit: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Aquamarine of the Spirit. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Silveen.
    • Imbued Ring of Vengeance: Lesser - Requires Immaculate Bronze Ring and a class 2 Imbued Sapphire of Vengeance. Ring allows user to use one extra packet in a Shotgun power once per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Isikil.
    • Silver Necklace - A normal Silver Necklace.
    • Steel Necklace - A normal Steel Necklace.
    • {Racial} Necklace - A normal {Racial} Necklace. Racial type must be declared at tag creation. Requires same components as other Racial items (SoulStone requires Gold Necklace as base). Once created, item is immune to all Break effects except Arcane, Divine, or Talent. Necklace may only be worn by a member of the appropriate race.

    12 Tag Actions

    • Bronze Bracelet - A normal Bronze Bracelet.
    • Copper Bracelet - A normal Copper Bracelet.
    • Gold Bracelet - A normal Gold Bracelet.
    • Silver Bracelet - A normal Silver Bracelet.
    • Steel Bracelet - A normal Steel Bracelet.
    • {Racial} Bracelet - A normal {Racial} Bracelet. Racial type must be declared at tag creation. Requires same components as other Racial items (SoulStone requires Gold Bracelet as base). Once created, item is immune to all Break effects except Arcane, Divine, or Talent. Bracelet may only be worn by a member of the appropriate race.

    15 Tag Actions

    • Imbued Bracelet of Balance - Requires Immaculate Silver Bracelet and a class 3 Imbued Opal of Balance. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Garguth.
    • Imbued Bracelet of Deception - Requires Immaculate Silver Bracelet and a class 3 Imbued Amethyst of Deception. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Veil.
    • Imbued Bracelet of Destruction - Requires Immaculate Silver Bracelet and a class 3 Imbued Topaz of Destruction. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Rend.
    • Imbued Bracelet of Distraction - Requires Immaculate Silver Bracelet and a class 3 Imbued Peridot of Distraction. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Risirr.
    • Imbued Bracelet of Justice - Requires Immaculate Silver Bracelet and a class 3 Imbued Ruby of Justice. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Fiera.
    • Imbued Bracelet of Knowledge - Requires Immaculate Silver Bracelet and a class 3 Imbued Jade Prism of Knowledge. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Orn.
    • Imbued Bracelet of Nature - Requires Immaculate Silver Bracelet and a class 3 Imbued Emerald of Nature. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Eraen.
    • Imbued Bracelet of Nightmares - Requires Immaculate Silver Bracelet and a class 3 Imbued Obsidian Shard of Nightmares. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Mordekai.
    • Imbued Bracelet of Purity - Requires Immaculate Silver Bracelet and a class 3 Imbued Diamond of Purity. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Sond.
    • Imbued Bracelet of the Spirit - Requires Immaculate Silver Bracelet and a class 3 Imbued Aquamarine of the Spirit. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Silveen.
    • Imbued Bracelet of Vengeance - Requires Immaculate Silver Bracelet and a class 3 Imbued Sapphire of Vengeance. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Isikil.
    • Imbued Earring of Balance - Requires Immaculate Silver Earring and a class 3 Imbued Opal of Balance. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Garguth.
    • Imbued Earring of Deception - Requires Immaculate Silver Earring and a class 3 Imbued Amethyst of Deception. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Veil.
    • Imbued Earring of Destruction - Requires Immaculate Silver Earring and a class 3 Imbued Topaz of Destruction. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Rend.
    • Imbued Earring of Distraction - Requires Immaculate Silver Earring and a class 3 Imbued Peridot of Distraction. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Risirr.
    • Imbued Earring of Justice - Requires Immaculate Silver Earring and a class 3 Imbued Ruby of Justice. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Fiera.
    • Imbued Earring of Knowledge - Requires Immaculate Silver Earring and a class 3 Imbued Jade Prism of Knowledge. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Orn.
    • Imbued Earring of Nature - Requires Immaculate Silver Earring and a class 3 Imbued Emerald of Nature. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Eraen.
    • Imbued Earring of Nightmares - Requires Immaculate Silver Earring and a class 3 Imbued Obsidian Shard of Nightmares. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Mordekai.
    • Imbued Earring of Purity - Requires Immaculate Silver Earring and a class 3 Imbued Diamond of Purity. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Sond.
    • Imbued Earring of the Spirit - Requires Immaculate Silver Earring and a class 3 Imbued Aquamarine of the Spirit. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Silveen.
    • Imbued Earring of Vengeance - Requires Immaculate Silver Earring and a class 3 Imbued Sapphire of Vengeance. Earring adds one to the level of the caster for purposes of determining power damage. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Earring may only be used by a follower of Isikil.
    • Imbued Necklace of Balance - Requires Immaculate Silver Necklace and a class 3 Imbued Opal of Balance. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Garguth. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Deception - Requires Immaculate Silver Necklace and a class 3 Imbued Amethyst of Deception. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Veil. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Destruction - Requires Immaculate Silver Necklace and a class 3 Imbued Topaz of Destruction. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Rend. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Distraction - Requires Immaculate Silver Necklace and a class 3 Imbued Peridot of Distraction. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Risirr. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Justice - Requires Immaculate Silver Necklace and a class 3 Imbued Ruby of Justice. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Fiera. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Knowledge - Requires Immaculate Silver Necklace and a class 3 Imbued Jade Prism of Knowledge. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Orn. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Nature - Requires Immaculate Silver Necklace and a class 3 Imbued Emerald of Nature. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Eraen. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Nightmares - Requires Immaculate Silver Necklace and a class 3 Imbued Obsidian Shard of Nightmares. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Mordekai. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Purity - Requires Immaculate Silver Necklace and a class 3 Imbued Diamond of Purity. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Sond. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of the Spirit - Requires Immaculate Silver Necklace and a class 3 Imbued Aquamarine of the Spirit. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Silveen. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Necklace of Vengeance - Requires Immaculate Silver Necklace and a class 3 Imbued Sapphire of Vengeance. Necklace allows the user to reuse up to two different skill tags per day. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Necklace may only be used by a follower of Isikil. Note on Skill Tag replenishment: Multiple items or multiple uses may not be combined to replenish the same tag more than once per day.
    • Imbued Ring of Balance - Requires Immaculate Silver Ring and a class 3 Imbued Opal of Balance. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Garguth.
    • Imbued Ring of Deception - Requires Immaculate Silver Ring and a class 3 Imbued Amethyst of Deception. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Veil.
    • Imbued Ring of Destruction - Requires Immaculate Silver Ring and a class 3 Imbued Topaz of Destruction. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Rend.
    • Imbued Ring of Distraction - Requires Immaculate Silver Ring and a class 3 Imbued Peridot of Distraction. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Risirr.
    • Imbued Ring of Justice - Requires Immaculate Silver Ring and a class 3 Imbued Ruby of Justice. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Fiera.
    • Imbued Ring of Knowledge - Requires Immaculate Silver Ring and a class 3 Imbued Jade Prism of Knowledge. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Orn.
    • Imbued Ring of Nature - Requires Immaculate Silver Ring and a class 3 Imbued Emerald of Nature. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Eraen.
    • Imbued Ring of Nightmares - Requires Immaculate Silver Ring and a class 3 Imbued Obsidian Shard of Nightmares. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Mordekai.
    • Imbued Ring of Purity - Requires Immaculate Silver Ring and a class 3 Imbued Diamond of Purity. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Sond.
    • Imbued Ring of the Spirit - Requires Immaculate Silver Ring and a class 3 Imbued Aquamarine of the Spirit. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Silveen.
    • Imbued Ring of Vengeance - Requires Immaculate Silver Ring and a class 3 Imbued Sapphire of Vengeance. Ring allows user to use one extra packet in Shotgun powers. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Ring may only be used by a follower of Isikil.

    25 Tag Actions

    • Imbued Bracelet of Balance: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Opal of Balance. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Garguth.
    • Imbued Bracelet of Deception: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Amethyst of Deception. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Veil.
    • Imbued Bracelet of Destruction: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Topaz of Destruction. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Rend.
    • Imbued Bracelet of Distraction: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Peridot of Distraction. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Risirr.
    • Imbued Bracelet of Justice: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Ruby of Justice. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Fiera.
    • Imbued Bracelet of Knowledge: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Jade Prism of Knowledge. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Orn.
    • Imbued Bracelet of Nature: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Emerald of Nature. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Eraen.
    • Imbued Bracelet of Nightmares: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Obsidian Shard of Nightmares. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a follower of Mordekai.
    • Imbued Bracelet of Purity: Greater - Requires Immaculate Steel Bracelet and a class 4 Imbued Diamond of Purity. Bracelet adds one level to the wearer for the purposes of determining Hit Points. Additionally, once per day the wearer may call "threshold" to any damage call less than or equal to the Hit Points added by this item. This Threshold may not be stacked with any other threshold. Once created, item detects as Holy and is immune to all Break effects except Arcane, Divine, or Talent. This Bracelet may only be used by a