Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Multi-Class Challenge 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Sawbutcher |
| Level / Exp | 41 / 18% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 161 (base 60) |
| Dexterity | 166 (base 60) |
| Constitution | 190 (base 60) |
| Magic | 164 (base 60) |
| Willpower | 152 (base 60) |
| Cunning | 198 (base 60) |
Resources
| Life | 4156/4156 |
| Stamina | 916/916 |
| Vim | 465/465 |
| Healing Factor | 1.56 |
| Regeneration | 68.673854197101 |
Speed
| Mental | +53.3% |
| Attack | +43.3% |
| Movement | +284% |
| Spell | +43.3% |
| Global | +156.62307323196% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 19 |
| See Stealth | 40 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 416 |
| Accuracy | 83 |
| Crit Chance | 153% |
| APR | 54 |
| Speed | 0.65 |
Offense: Offhand
| Damage | 209 |
| Accuracy | 83 |
| Crit Chance | 153% |
| APR | 54 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 107 |
| Crit Chance | 100% |
| Speed | 0.69783670621075 |
Offense: Mind
| Mindpower | 114 |
| Crit Chance | 100% |
| Speed | 0.69783670621075 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 108.78453708906 (98.681318681319%) |
| Defense | 63 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 103 |
| Spell Save | 105 |
| Mental Save | 78 |
Defense: Resistances
| All | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 15% |
| Poison Resistance | 100% |
| Blind Resistance | 30% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 47% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.1 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 331% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 306% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.5 steam per turn. Can be activated for an instant burst of 112 steam. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (70% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 211 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.88 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automated butchery | 1.68 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 1.88 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.68 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Daunting Presence |
| talent | Flame of Urh'Rok |
| talent | Melting Point |
| talent | Maw of Urh'rok |
| talent | Eternal Suffering |
| talent | Chant of Resistance |
| talent | Furnace |
| talent | Abyssal Shield |
| talent | Roll With It |
| talent | Overheat Saws |
| talent | Horrifying Blows |
| talent | Mow Down |
| talent | Goresplosion |
| talent | Grinding Shield |
| beneficial effect | All stats increased by 80. Pain Enhancement System |
| beneficial effect | Increases all saws talent levels by 38%. Overcharge Saws |
| beneficial effect | The target is under the effect of the sun. Increasing lite and sight radius by 2, blindness immunity by 30%, stealth seeing by 20 and light resistance by 30%. Sun Radiance |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 217% Raging flames |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| beneficial effect | You have 5 charges. Death Momentum |
| beneficial effect | You have 4 charges. Molten Point |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | [vs. Korikalthorab (0 def, 6 armour) (On feet)] Korikalthorab (0 def, 6 armour)Korikalthorab (0 def, 6 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +5 (+1 eff.) (-) Armour: +6 (-) Fatigue: +4% (-) Changes stats: +17(-) Str / +15(-) Con Changes resistances: +3%(-) temporal Changes resistances penetration: +15%(-) physical Changes damage: +10%(-) physical Physical save: +18 (+3 eff.) (-) Spell save: +30 (+5 eff.) (-) Disarm immunity: +15% (-) Pinning immunity: +25% (-) Knockback immunity: +25% (-) Teleport immunity: +100% (-) Only die when reaching: -40.00 life (-) Size category: +1 (-) It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.2 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. 365 alchemist agate (Quiver)] 365 alchemist agate365 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | [vs. Isogalravea (Light source)] IsogalraveaIsogalravea Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5(-) Con Changes resistances: +13%(-) blight Changes resistances penetration: +15%(-) blight Physical save: +15 (+3 eff.) (-) Spell save: +18 (+3 eff.) (-) Mental save: +12 (+3 eff.) (-) Life regen: +5.50 (-) Spellpower on spell critical (stacks up to 3 times): +6 (-) Maximum mana: +40.00 (-) Light radius: +4 (-) See stealth: +20 (-) See invisible: +21 (-) Healing mod.: +22% (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | [vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] Zubilradalaith the Lustrebrawn (11 def, 6 armour)Zubilradalaith the Lustrebrawn (11 def, 6 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) (-) Armour: +6 (-) Defense: +11 (+3 eff.) (-) Fatigue: +5% (-) Effects on melee hit: * 15% chance to blind * 40% chance to corrode armour Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Effects when hit in melee: * 14% chance to gain 10% of a turn Damage when hit (Melee): 8(-) light / 0(-14) item temporal energize Changes stats: +10(-) Cun / +8(-) Dex Changes resistances: +17%(-) darkness Changes resistances penetration: +10%(-) light Physical save: +26 (+5 eff.) (-) Silence immunity: +50% (-) Infravision radius: +7 (-) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Xanobrelramira the Tempestjeer (0 def, 4 armour)Xanobrelramira the Tempestjeer (0 def, 4 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) (-) Armour: +4 (-) Effects on melee hit: * 40% chance to daze Damage (Melee): 30(-) mind / 0(-40) item lightning daze Damage when hit (Melee): 12(-) lightning Changes stats: +5(-) Dex Changes resistances: +17%(-) mind Changes damage: +21%(-) mind Talents granted: +5.00(-) Iron Grip Spell save: +11 (+2 eff.) (-) Disease immunity: +10% (-) Disarm immunity: +100% (-) Confusion immunity: +15% (-) When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 (-) Armour Penetration: +5 (-) Physical crit. chance: +14.0% (-) Attack speed: 100% (-) When this weapon hits: Psychic Lobotomy (40% chance level 5). Burst (radius 2) on crit: +23(-) mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Chamudevon (dig speed 17 turns) (Tool)] Chamudevon (dig speed 17 turns)Chamudevon (dig speed 17 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) (-) Fatigue: -5% (-) Changes stats: +6(-) Str Changes resistances: +15%(-) darkness Changes damage: +6%(-) physical Damage affinity(heal): +30%(-) darkness Critical mult.: +6.00% (-) Infravision radius: +8 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. voratun ring 'Betevena' (On fingers, 1 of 2)] voratun ring 'Betevena'voratun ring 'Betevena' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) (-) Fatigue: -4% (-) Changes stats: +4(-) Str / +9(-) Dex / +10(-) Mag / +19(-) Cun / +6(-) Con Changes resistances penetration: +10%(-) physical Physical save: +30 (+6 eff.) (-) Spell save: +22 (+3 eff.) (-) Life regen: +0.80 (-) Maximum stamina: +36.00 (-) Spellpower: +15 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. voratun ring 'Betevena' (On fingers, 1 of 2)] Radhuhek the voratun ringRadhuhek the voratun ring Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Armour penetration: +1 Fatigue: +0% (+4%) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +0(-4) Str / +0(-9) Dex / +0(-10) Mag / +7(-12) Cun / +0(-6) Con Changes resistances: +32% lightning / +40% cold Changes resistances penetration: +0%(-10%) physical Changes damage: +16% lightning / +20% cold / +6% physical Critical mult.: +6.00% Physical save: +25 (+5 eff.) (-5 (-1 eff.)) Spell save: +0 (+0 eff.) (-22 (-3 eff.)) Life regen: +0.20 (-0.60) Hate when firing a critical mind attack: +3.00 Maximum life: +20.00 Maximum stamina: +0.00 (-36.00) Maximum hate: +13.00 Spellpower: +0 (+0 eff.) (-15 (-2 eff.)) Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Galabers the stralite amulet (Around neck)] Galabers the stralite amuletGalabers the stralite amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) (-) Armour: +8 (-) Changes stats: +11(-) Wil Changes resistances: +3%(-) mind Changes damage: +3%(-) blight / +9%(-) physical Physical save: +18 (+3 eff.) (-) Spell save: +26 (+4 eff.) (-) Mental save: +22 (+6 eff.) (-) Poison immunity: +15% (-) Teleport immunity: +10% (-) Vim when firing critical spell: +1.00 (-) Maximum mana: +40.00 (-) Combat speed: +10% (-) Amulets can have magical properties. |
| In main hand | [vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Kilnblood (39-58.5 power, 25 apr)Kilnblood (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +100 (-) On weapon hit: * 25% chance for lightning to arc to a second target * applies a stacking poison dealing 60 damage per turn On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +20% (-) Damage (Melee): +13(-) lightning Burst (radius 2) on crit: +4(-) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +7.0% (-) Physical power: +15 (+2 eff.) (-) Armour: +8 (-) Defense: +12 (+3 eff.) (-) Fatigue: +12% (-) Changes resistances: +14%(-) mind Talents granted: +3.00(-) Block Critical mult.: +15.00% (-) Mana each turn: +0.08 (-) Damage Shield penetration: +10% (-) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
| Around waist | [vs. Turindur (Around waist)] TurindurTurindur Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% (-) Physical power: +4 (+1 eff.) (-) Fatigue: -6% (-) Damage when hit (Melee): 4(-) arcane Changes stats: +3(-) Str / +5(-) Dex / +4(-) Cun / +8(-) Lck Critical mult.: +8.00% (-) Trap disarming bonus: +13 (-) Stealth bonus: +5 (-) Maximum encumbrance: +22 (-) Spell save: +12 (+2 eff.) (-) Mana when firing critical spell: +2.00 (-) Spell crit. chance: +1% (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In off hand | [vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr)Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3(+0.5 - +0.8) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +106 (+6) On weapon hit: * 21% chance to corrode armour (+21%) - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target + injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 nature / +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +8 (+1 eff.) (-7 (-1 eff.)) Armour: +8 (-) Defense: +12 (+3 eff.) (-) Fatigue: +12% (-) Changes stats: +6 Con Changes resistances: +0%(-14%) mind Changes resistances penetration: +6% acid / +11% physical / +10% blight Talents granted: +3.00(-) Block Critical mult.: +0.00% (-15.00%) Disarm immunity: +28% Life regen: +2.00 Mana each turn: +0.00 (-0.08) Maximum life: +79.00 Maximum vim: +20.00 Damage Shield penetration: +0% (-10%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
| Cloak | [vs. Runazilakath (13 def, 8 armour) (Cloak)] Runazilakath (13 def, 8 armour)Runazilakath (13 def, 8 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +13 (+3 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Changes resistances: +25%(-) nature / +25%(-) cold Physical save: +26 (+5 eff.) (-) Spell save: +29 (+5 eff.) (-) Mental save: +18 (+5 eff.) (-) Silence immunity: +15% (-) Maximum life: +67.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] enlightening steel plate armour of the dragon (4 def, 9 armour)enlightening steel plate armour of the dragon (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Armour Hardiness: +0% (-) Defense: +4 (+1 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 0(-) physical Changes stats: +2(-) Str / +4(-) Wil / +4(-) Cun / +2(-) Con Changes resistances: +6%(-) acid / +5%(-) physical / +5%(-) fire / +7%(-) lightning / +7%(-) cold Talents cooldown: Rush (-5(-) turns) Mental save: +10 (+3 eff.) (-) Poison immunity: +70% (-) Disease immunity: +70% (-) Cut immunity: +70% (-) Disarm immunity: +20% (-) Stun/Freeze immunity: +22% (-) Knockback immunity: +22% (-) Life regen: +10.00 (-) A suit of armour made of metal plates. |
Inventory
[vs. Implant: Medical Injector [medical injector implant of the wizard (efficiency 245% / cooldown 73%)] (on body, 1 of 2)] medical injector implant (efficiency 141% / cooldown 64%)This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 141% / cooldown 64%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 64%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant of the wizard (efficiency 245% / cooldown 73%)] (on body, 1 of 2)] medical injector implant (efficiency 109% / cooldown 84%)This item will automatically be transmogrified when you leave the level. medical injector implant (efficiency 109% / cooldown 84%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant of the wizard (efficiency 245% / cooldown 73%)] (on body, 1 of 2)] medical injector implant of the titan (efficiency 283% / cooldown 78%)medical injector implant of the titan (efficiency 283% / cooldown 78%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 283% efficiency and cooldown mod of 78%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. sun infusion of the duelist (rad 8; power 84; turns 5; dispells darkness)sun infusion of the duelist (rad 8; power 84; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 42). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 84) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 236 for 6 turns)shielding rune (absorb 236 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 705 for 7 turns) shielding rune of the titan (absorb 705 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 705 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Teleportation [teleportation rune of the duelist (range 115)] (on body)] teleportation rune of the duelist (range 231)teleportation rune of the duelist (range 231) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-5) Travel Speed: instantaneous Usage Speed: Spell (70% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 231(+20) with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Mana Coilschematic: Mana Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Voltaic Shellschematic: Voltaic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Galabers the stralite amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +0 (-8) Fatigue: -20% Changes stats: +0(-11) Wil Changes resistances: +0%(-3%) mind Changes damage: +0%(-3%) blight / +0%(-9%) physical Maximum encumbrance: +20 Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-26 (-4 eff.)) Mental save: +0 (+0 eff.) (-22 (-6 eff.)) Poison immunity: +0% (-15%) Teleport immunity: +0% (-10%) Vim when firing critical spell: +0.00 (-1.00) Maximum mana: +0.00 (-40.00) Movement speed: +20% Combat speed: +0% (-10%) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Galabers the stralite amulet (Around neck)] SunstoneSunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +0 (-8) Changes stats: +0(-11) Wil Changes resistances: +0%(-3%) mind / +10% cold Changes damage: +0%(-3%) blight / +10% fire / +10% light / +0%(-9%) physical Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-26 (-4 eff.)) Mental save: +0 (+0 eff.) (-22 (-6 eff.)) Poison immunity: +0% (-15%) Teleport immunity: +0% (-10%) Vim when firing critical spell: +0.00 (-1.00) Maximum mana: +0.00 (-40.00) Combat speed: +0% (-10%) Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
[vs. voratun ring 'Betevena' (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-3 eff.)) Physical power: +6 (+1 eff.) Fatigue: +0% (+4%) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +0(-4) Str / +0(-9) Dex / +0(-10) Mag / +9 Wil / +5(-14) Cun / +0(-6) Con Changes resistances: +3% darkness Changes resistances penetration: +0%(-10%) physical Changes damage: +6% temporal Physical save: +0 (+0 eff.) (-30 (-6 eff.)) Spell save: +0 (+0 eff.) (-22 (-3 eff.)) Mental save: +8 (+2 eff.) Life regen: +0.00 (-0.80) Maximum stamina: +0.00 (-36.00) Spellpower: +7 (+1 eff.) (-8 (-1 eff.)) Mindpower: +14 (+2 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] dragonbone magestaff 'Brightzephyr' (30-36 power, 6 apr, arcane element)This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Brightzephyr' (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-9.0 - -22.5) Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 (-19) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 20% chance to blind (+20%) - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +7 Con Changes resistances: +0%(-14%) mind Changes damage: +30% arcane Grants telepathy: Humanoid/Orc Talents granted: +1 Command Staff +0(+-3) Block Critical mult.: +0.00% (-15.00%) Physical save: +5 (+1 eff.) Spell save: +13 (+2 eff.) Mental save: +12 (+2 eff.) Life regen: +1.40 Mana each turn: +0.45 (+0.37) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +180.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +14% Healing mod.: +30% Damage Shield penetration: +0% (-10%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Stormfront (20-30 power, 2 apr)Stormfront (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(-19.0 - -28.5) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-23) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: + inflicts either shocked or wet, chosen at random - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +10(-3) lightning / +10 cold Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Changes damage: +10% lightning / +10% cold Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Shockwilder (66-99 power, 21 apr)This item will automatically be transmogrified when you leave the level. Shockwilder (66-99 power, 21 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0(+27.0 - +40.5) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 (-4) Physical crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +77% (+57%) Damage (Melee): +0(-13) lightning Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +21.0% (+14.0%) Physical power: +20 (+2 eff.) (+5 (+0 eff.)) Armour: +0 (-8) Defense: +4 (+1 eff.) (-8 (-2 eff.)) Ranged Defense: +4 (+1 eff.) Fatigue: +0% (-12%) Changes stats: +9 Str Changes resistances: +0%(-14%) mind / +3% fire Changes damage: +20% physical Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Physical save: +25 (+4 eff.) Mental save: +20 (+4 eff.) Mana each turn: +0.00 (-0.08) Stamina when hit: +1.26 Only die when reaching: -20.00 life Damage Shield penetration: +0% (-10%) Massive two-handed mauls. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0(+21.0 - +37.5) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 (-6) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: + 10% chance to send the wielder into a killing frenzy - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage against: +20% Living Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +15 Str / +5 Dex / +15 Con Changes resistances: +0%(-14%) mind Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) A blood-etched greatsword, it has seen many foes. From the inside. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Borosk's Hate (60-96 power, 22 apr)Borosk's Hate (60-96 power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0(+21.0 - +37.5) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 (-3) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: + 25% chance to strike the target again. - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +10 Str / +5 Dex / +15 Con Changes resistances: +0%(-14%) mind Talent mastery: +0.20 Technique / Two-handed assault Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Sawrd (30-48 power, 19 apr)Sawrd (30-48 power, 19 apr) Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0(-9.0 - -10.5) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical bleed Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 (-6) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Multiple attacks: +3 Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +7 Str / +7 Dex / +7 Cun Changes resistances: +0%(-14%) mind Talent mastery: +0.20 Technique / Two-handed assault Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) A brutal weapon of countless blades. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] arcing voratun greatsword of projection (62-99.2 power, 4 apr)This item will automatically be transmogrified when you leave the level. arcing voratun greatsword of projection (62-99.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2(+23.0 - +40.7) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-21) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +19 mind / +20(+7) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] caustic voratun greatsword of ruin (63.5-101.6 power, 4 apr)This item will automatically be transmogrified when you leave the level. caustic voratun greatsword of ruin (63.5-101.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6(+24.5 - +43.1) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-21) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 31% chance to corrode armour (+31%) - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour penetration: +19 Physical crit. chance: +14.0% (+7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Changes resistances penetration: +13% acid Talent granted: +0(+-3) Block Critical mult.: +27.00% (+12.00%) Life regen: +1.26 Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Massive two-handed swords. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] inquisitor's voratun greatsword of massacre (81.5-130.4 power, 4 apr)This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatsword of massacre (81.5-130.4 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4(+42.5 - +71.9) Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-21) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 28 arcane resource burn (+28) - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing + burns latent spell energy Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Massive two-handed swords. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Twilight's Edge (47-65.8 power, 7 apr)Twilight's Edge (47-65.8 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8(+8.0 - +7.3) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (-18) Physical crit. chance: +12.0% (+7.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: + release a burst of light and dark damage (scales with Magic) - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +4 Str / +4 Cun / +4 Mag Changes resistances: +0%(-14%) mind Changes damage: +18% darkness / +18% light Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 Damage Shield penetration: +0% (-10%) The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] balanced stralite longsword (34.5-48.3 power, 5 apr)This item will automatically be transmogrified when you leave the level. balanced stralite longsword (34.5-48.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3(-4.5 - -10.2) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (-20) Physical crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +10 (+3 eff.) (-2 (+0 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Disarm immunity: +38% Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Sharp, long, and deadly. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] quick voratun longsword (43-60.2 power, 6 apr)This item will automatically be transmogrified when you leave the level. quick voratun longsword (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2(+4.0 - +1.7) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 (-19) Physical crit. chance: +5.0% (-) Attack speed: 111% (+11%) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +4 Dex Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Sharp, long, and deadly. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] thunderous steel waraxe (16-22.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. thunderous steel waraxe (16-22.4 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4(-23.0 - -36.1) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-22) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 14% chance to daze (+14%) - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +0%(-14%) mind Changes resistances penetration: +6% lightning Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) One-handed war axes. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Berodugund the voratun waraxe (51.5-72.1 power, 6 apr)This item will automatically be transmogrified when you leave the level. Berodugund the voratun waraxe (51.5-72.1 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.5 - 72.1(+12.5 - +13.6) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-19) Physical crit. chance: +7.0% (+2.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: + disrupts spell-casting - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +12 acid / +0(-4) fire Damage against: +29% Unnatural Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +8 Str Changes resistances: +0%(-14%) mind / +6% fire Changes damage: +10% physical Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Spell save: +3 (+1 eff.) Silence immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +10% Mana each turn: +0.00 (-0.08) Stamina when hit: +1.70 Damage Shield penetration: +0% (-10%) One-handed war axes. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Ereluhir (54.5-76.3 power, 6 apr)This item will automatically be transmogrified when you leave the level. Ereluhir (54.5-76.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3(+15.5 - +17.8) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-19) Physical crit. chance: +7.0% (+2.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 20 arcane resource burn (+20) - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing + cripple the target Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire / +4 physical Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +15.0% (+8.0%) Physical power: +12 (+1 eff.) (-3 (-1 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +6 Con Changes resistances: +2% physical / +3% blight / +3% cold / +6% nature / +0%(-14%) mind Changes resistances penetration: +15% physical Changes damage: +3% physical Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Disarm immunity: +28% Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) One-handed war axes. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] voratun waraxe 'Stokeumbra' (39-54.6 power, 6 apr)This item will automatically be transmogrified when you leave the level. voratun waraxe 'Stokeumbra' (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6(+0.0 - -3.9) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 (-19) Physical crit. chance: +7.0% (+2.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 9% chance to inflict damage reduction (+9%) + 20% chance to torment the target - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target + 20% chance to curse the target On weapon crit: - wounds the target reducing their healing + splashes the target with acid Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +15 acid / +8 fire / +0(-13) lightning Burst (radius 2) on crit: +4 blight / +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 4 blight Changes resistances: +0%(-14%) mind / +9% fire Changes resistances penetration: +5% blight / +5% fire / +12% mind / +12% darkness Changes damage: +6% blight / +6% fire Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) One-handed war axes. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Umbral Razor (25-32.5 power, 10 apr)Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-14.0 - -26.0) Uses stats: 30% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-15) Physical crit. chance: +9.0% (+4.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage conversion: 50% darkness Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness / +0%(-14%) mind Changes resistances penetration: +10% darkness Changes damage: +5% darkness Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Stealth bonus: +10 Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) It can be used to activate talent Invoke Darkness (costing 7 power out of 10/10) : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 199.31 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Moon (30-39 power, 30 apr)Moon (30-39 power, 30 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0(-9.0 - -19.5) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 (+5) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +20 darkness / +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Changes damage: +10% darkness Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Light radius: -1 Damage Shield penetration: +0% (-10%) A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Shantiz the Stormblade (15-19.5 power, 20 apr)Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-24.0 - -39.0) Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (-5) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +20 Dex Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Swordbreaker (25-32.5 power, 20 apr)Swordbreaker (25-32.5 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5(-14.0 - -26.0) Uses stats: 30% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (-5) Physical crit. chance: +15.0% (+10.0%) Attack speed: 111% (+11%) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: + Breaks enemy weapon. - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Armour Hardiness: +20% Defense: +15 (+4 eff.) (+3 (+1 eff.)) Fatigue: +0% (-12%) Changes stats: +8 Cun / +8 Dex Changes resistances: +0%(-14%) mind Talents granted: +1 Dagger Block +0(+-3) Block Critical mult.: +0.00% (-15.00%) Physical save: +15 (+2 eff.) Disarm immunity: +50% Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Kinetic Spike (38-49.4 power, 40 apr)Kinetic Spike (38-49.4 power, 40 apr) Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4(-1.0 - -9.1) Uses stats: 60% Wil, 40% Dex, 50% Mag, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 (+15) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +15 (+2 eff.) (-) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Mandible of Ungolmor (40-52 power, 12 apr)Mandible of Ungolmor (40-52 power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0(+1.0 - -6.5) Uses stats: 50% Mag, 35% Str, 30% Wil, 30% Cun, 35% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 (-13) Physical crit. chance: +22.0% (+17.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing + inflicts pinning spydric poison upon the target Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage conversion: 30% darkness Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +5 (-3) Armour Hardiness: +5% Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +8 Cun / +4 Dex Changes resistances: +0%(-14%) mind Changes damage: +30% nature / +20% darkness Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Light radius: -2 Damage Shield penetration: +0% (-10%) It can be used to activate talent Creeping Darkness (costing 22 power out of 40/40) : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 63.99 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] hateful voratun dagger (39.5-51.35 power, 9 apr)This item will automatically be transmogrified when you leave the level. hateful voratun dagger (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4(+0.5 - -7.1) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-16) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +8 darkness / +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage against: +7% Living Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] insidious voratun dagger of rage (37.5-48.75 power, 9 apr)This item will automatically be transmogrified when you leave the level. insidious voratun dagger of rage (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8(-1.5 - -9.8) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-16) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +27 insidious poison / +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +4 Str Changes resistances: +0%(-14%) mind Changes damage: +8% physical Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Stamina when hit: +2.00 Damage Shield penetration: +0% (-10%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] plaguebringer's voratun dagger of shearing (36.5-47.45 power, 9 apr)This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of shearing (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5(-2.5 - -11.0) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-16) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease (+12%) - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +8 blight / +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Armour penetration: +11 Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Changes resistances penetration: +6% physical Changes damage: +8% physical Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Disease immunity: +28% Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] thunderous voratun dagger (37-48.1 power, 9 apr)This item will automatically be transmogrified when you leave the level. thunderous voratun dagger (37-48.1 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1(-2.0 - -10.4) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-16) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: * 21% chance to daze (+21%) - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +2 Str / +1 Dex / +3 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +0%(-14%) mind Changes resistances penetration: +8% lightning Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] voratun dagger of erosion (37.5-48.75 power, 9 apr)This item will automatically be transmogrified when you leave the level. voratun dagger of erosion (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8(-1.5 - -9.8) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-16) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning / +10 temporal / +8 nature Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] voratun dagger of projection (38-49.4 power, 9 apr)This item will automatically be transmogrified when you leave the level. voratun dagger of projection (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4(-1.0 - -9.1) Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (-16) Physical crit. chance: +10.0% (+5.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +13 mind / +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Eye of Winter (8-8.8 power, 18 apr, cold damage)Eye of Winter (8-8.8 power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-31.0 - -49.7) Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-7) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +10 (+2) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind / -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Shield penetration: +0% (-10%) Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] nature's vined mindstar of frost (4-4.4 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. nature's vined mindstar of frost (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 4.0 - 4.4(-35.0 - -54.1) Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-7) Physical crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +6 (-2) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 9 ice Changes resistances: +4% blight / +8% cold / +0%(-14%) mind Changes resistances penetration: +11% cold Changes damage: +4% nature / +6% cold Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Disease immunity: +14% Mana each turn: +0.00 (-0.08) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Charged Focus (10-11 power, 24 apr, lightning damage)Charged Focus (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0(-29.0 - -47.5) Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 (-1) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +15% lightning / +0%(-14%) mind Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talents granted: +1 Psionic Maelstrom +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mental save: +9 (+2 eff.) Mana each turn: +0.00 (-0.08) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Damage Shield penetration: +0% (-10%) Electrical energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Great Caller (10-11 power, 18 apr, nature damage)Great Caller (10-11 power, 18 apr, nature damage) Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0(-29.0 - -47.5) Uses stats: 65% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-7) Physical crit. chance: +2.5% (-2.5%) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +3 Cun / +3 Wil Changes resistances: +0%(-14%) mind Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Damage Shield penetration: +0% (-10%) Max wilder summons: +2 It can be used to activate talent Rage (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 31 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4(-15.0 - -32.1) Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+15) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +10 (+1 eff.) (-5 (-1 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5%(-9%) mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Damage Shield penetration: +0% (-10%) It can be used to activate talent Forge Bellows (costing 21 power out of 30/30) : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 65.09 mind damage, 67.24 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 6.01 mind and 6.20 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Nexus of the Way (22-24.2 power, 40 apr, mind damage)Nexus of the Way (22-24.2 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2(-17.0 - -34.3) Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+15) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +3 Cun / +6 Wil Changes resistances: +20%(+6%) mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Confusion immunity: +30% Mana each turn: +0.00 (-0.08) Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Damage Shield penetration: +0% (-10%) Activating this item is instant. It can be used to activate talent Wayist (costing 52 power out of 60/60) : Effective talent level: 1.0 Power cost: 52 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] gifted living mindstar of sand (16.5-18.15 power, 40 apr, mind damage)This item will automatically be transmogrified when you leave the level. gifted living mindstar of sand (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.5 - 18.2(-22.5 - -40.3) Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+15) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 13 physical Changes resistances: +0%(-14%) mind / +15% physical Changes resistances penetration: +16% physical Changes damage: +9% physical Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +0% (-10%) It can be used to activate talent Burrow, placing all other charms into a 26 cooldown : Effective talent level: 1.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 29 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] living mindstar of persecution (16-17.6 power, 40 apr, nature damage)This item will automatically be transmogrified when you leave the level. living mindstar of persecution (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6(-23.0 - -40.9) Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+15) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: + disrupts spell-casting - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage against: +29% Unnatural Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] parasitic living mindstar of flames (16-17.6 power, 40 apr, nature damage)This item will automatically be transmogrified when you leave the level. parasitic living mindstar of flames (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.0 - 17.6(-23.0 - -40.9) Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+15) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 20 fire Changes resistances: +0%(-14%) mind / +12% fire Changes resistances penetration: +4% fire Changes damage: +6% fire Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Hate when firing a critical mind attack: +3.00 Maximum hate: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +2% Life leech chance: +18% Life leech: +18% Damage Shield penetration: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] resonating living mindstar of life (17-18.7 power, 40 apr, nature damage)This item will automatically be transmogrified when you leave the level. resonating living mindstar of life (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 17.0 - 18.7(-22.0 - -39.8) Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+15) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +0 (-100) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +9%(-5%) mind Changes resistances penetration: +3% mind Changes damage: +7% mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Life regen: +1.70 Mana each turn: +0.00 (-0.08) Psi when hit: +1.60 Maximum life: +29.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +0% (-10%) Damage Resonance (when hit): +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Talosis' CounterpointTalosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 (-15) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Firing range: +8 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Damage (Ranged): +15 physical Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(1.0) Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% (-3.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +2 Con Changes resistances: +0%(-14%) mind Talents granted: +3 Ceasefire +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Murderfang's SurekillMurderfang's Surekill Requires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 (-5) Physical crit. chance: -10.0% (-15.0%) Attack speed: 100% (-) Block value: +0 (-100) Dam. multiplier: 100% Firing range: +6 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing + Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talents granted: +3 Surekill +0(+-3) Block Critical mult.: +50.00% (+35.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] VindicatorVindicator Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 (-5) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Dam. multiplier: 100% Firing range: +7 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing + release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage against: +25% Undead Attacks use: 2.0(1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] dwarven-steel steamgun of recursionThis item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-13) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Firing range: +8 When this weapon hits: Shoot (10% chance level 1). On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage conversion: 34% temporal Attacks use: 2.0(1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] glacial dwarven-steel steamgun of natureThis item will automatically be transmogrified when you leave the level. glacial dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-13) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Firing range: +8 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Damage (Ranged): +12 ice / +12 nature Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +7 (-1) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind / +5% all Changes resistances penetration: +10% nature / +9% cold Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] mighty dwarven-steel steamgunThis item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-13) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Firing range: +8 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +10 (+1 eff.) (-5 (-1 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +5 Str Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] mighty dwarven-steel steamgun of recursionThis item will automatically be transmogrified when you leave the level. mighty dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-13) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Firing range: +8 When this weapon hits: Shoot (10% chance level 1). On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage conversion: 30% temporal Attacks use: 2.0(1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +8 (+1 eff.) (-7 (-1 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes stats: +3 Str Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] strafer's dwarven-steel steamgun of natureThis item will automatically be transmogrified when you leave the level. strafer's dwarven-steel steamgun of nature Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 (-13) Physical crit. chance: +0.0% (-5.0%) Attack speed: 100% (-) Block value: +0 (-100) Firing range: +8 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +600% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Damage (Ranged): +14 nature Burst (radius 2) on crit: +0(-4) fire Attacks use: 2.0(1.0) Steam When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind / +5% all Changes resistances penetration: +11% nature Talent cooldown: Strafe (-2 turns) Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Viletooth (20-30 power, 12 apr)Viletooth (20-30 power, 12 apr) Requires: - Strength 20 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 20.0 - 30.0(-19.0 - -28.5) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 (-13) Physical crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) Block value: +40 (-60) On weapon hit: - 25% chance for lightning to arc to a second target + may infect the target with a random disease - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Damage conversion: 50% blight Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +4 (-4) Defense: +6 (+2 eff.) (-6 (-1 eff.)) Fatigue: +8% (-4%) Changes resistances: +0%(-14%) mind Talents granted: +1(+-2) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Whipsnap (18-27 power, 15 apr)Whipsnap (18-27 power, 15 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0(-21.0 - -31.5) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 (-10) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Block value: +50 (-50) When this weapon hits: To The Arms (10% chance level 2). On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +6 (-2) Defense: +7 (+2 eff.) (-5 (-1 eff.)) Fatigue: +8% (-4%) Changes resistances: +0%(-14%) mind Talents granted: +1(+-2) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] warded steel steamsaw (12.5-18.75 power, 8 apr)This item will automatically be transmogrified when you leave the level. warded steel steamsaw (12.5-18.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 12.5 - 18.8(-26.5 - -39.8) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-17) Physical crit. chance: +2.0% (-3.0%) Attack speed: 100% (-) Block value: +26 (-74) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +3 (-5) Defense: +4 (+1 eff.) (-8 (-2 eff.)) Fatigue: +6% (-6%) Changes resistances: +0%(-14%) mind Maximum wards: +3 lightning / +3 temporal / +3 blight / +2 fire / +3 cold Talents granted: +1 Ward +1(+-2) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Overclocked Radius (28-42 power, 19 apr)Overclocked Radius (28-42 power, 19 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 28.0 - 42.0(-11.0 - -16.5) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 (-6) Physical crit. chance: +9.0% (+4.0%) Attack speed: 100% (-) Block value: +50 (-50) On weapon hit: + increase paradox by a random amount - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing + increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +7 (-1) Defense: +10 (+3 eff.) (-2 (+0 eff.)) Fatigue: +9% (-3%) Changes resistances: +0%(-14%) mind Damage affinity(heal): +30% temporal Talents granted: +1 Paradox Pool +2(+-1) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Turbocutter (30-45 power, 23 apr)Turbocutter (30-45 power, 23 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 30.0 - 45.0(-9.0 - -13.5) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 (-2) Physical crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) Block value: +50 (-50) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +5 (-3) Defense: +16 (+4 eff.) (+4 (+1 eff.)) Fatigue: +8% (-4%) Changes resistances: +0%(-14%) mind Talent masteries: +0.20 Steamtech / Battlefield management +0.20 Steamtech / Sawmaiming Talents granted: +2(+-1) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] Drundur the Coalbraze (39.5-59.25 power, 25 apr)This item will automatically be transmogrified when you leave the level. Drundur the Coalbraze (39.5-59.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3(+0.5 - +0.8) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +92 (-8) On weapon hit: * 20% chance to inflict damage reduction (+20%) - applies a stacking poison dealing 60 damage per turn - 25% chance for lightning to arc to a second target On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning / +20 darkness Burst (radius 2) on crit: +0(-4) fire Damage against: +13% Living Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +6 (-2) Defense: +10 (+3 eff.) (-2 (+0 eff.)) Fatigue: +12% (-) Damage (Melee): 10 cold Damage when hit (Melee): 20 ice / 8 darkness / 12 arcane Changes resistances: +10% acid / +0%(-14%) mind / +12% fire / +13% cold / +5% arcane / +13% lightning Changes resistances penetration: +5% arcane Talents granted: +3.00(-) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] cosmic voratun steamsaw of evisceration (40-60 power, 25 apr)This item will automatically be transmogrified when you leave the level. cosmic voratun steamsaw of evisceration (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0(+1.0 - +1.5) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +98 (-2) On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +11.0% (+4.0%) Physical power: +11 (+1 eff.) (-4 (-1 eff.)) Armour: +6 (-2) Defense: +10 (+3 eff.) (-2 (+0 eff.)) Fatigue: +12% (-) Changes resistances: +0%(-14%) mind / +9% light / +11% darkness Talents granted: +3.00(-) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand, 1 of 2)] elemental voratun steamsaw of massacre (51.5-77.25 power, 25 apr)This item will automatically be transmogrified when you leave the level. elemental voratun steamsaw of massacre (51.5-77.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 51.5 - 77.3(+12.5 - +18.8) Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (-) Physical crit. chance: +5.0% (-) Attack speed: 100% (-) Block value: +106 (+6) On weapon hit: - 25% chance for lightning to arc to a second target + Random elemental explosion - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 1.0(-) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +6 (-2) Defense: +10 (+3 eff.) (-2 (+0 eff.)) Fatigue: +12% (-) Changes resistances: +0%(-14%) mind Changes resistances penetration: +13% acid / +12% fire / +12% lightning / +11% cold Talents granted: +3.00(-) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] Merkul's Second EyeMerkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: 125% (+25%) Block value: +0 (-100) Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Travel speed: +400% Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Damage (Ranged): 25 arcane Changes resistances: +0%(-14%) mind Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Light radius: +2 Damage Shield penetration: +0% (-10%) This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
[vs. Kilnblood (39-58.5 power, 25 apr) (In main hand)] steady dragonbone longbowThis item will automatically be transmogrified when you leave the level. steady dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0(-39.0 - -58.5) Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: 125% (+25%) Block value: +0 (-100) Firing range: +10 On weapon hit: - 25% chance for lightning to arc to a second target - applies a stacking poison dealing 60 damage per turn On weapon crit: - wounds the target reducing their healing Damage Shield penetration (this weapon only): +0% (-20%) Damage (Melee): +0(-13) lightning Burst (radius 2) on crit: +0(-4) fire Attacks use: 0.0(-1.0) Steam When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +0.0% (-7.0%) Physical power: +0 (+0 eff.) (-15 (-2 eff.)) Armour: +0 (-8) Defense: +0 (+0 eff.) (-12 (-3 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-14%) mind Talent cooldown: Steady Shot (-1 turn) Talent granted: +0(+-3) Block Critical mult.: +0.00% (-15.00%) Mana each turn: +0.00 (-0.08) Damage Shield penetration: +0% (-10%) Longbows are used to shoot arrows at your foes. |
[vs. 365 alchemist agate (Quiver)] Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
[vs. 365 alchemist agate (Quiver)] quiver of elven-wood arrows of crippling (20/20, 43.5-60.9 power, 14 apr)This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of crippling (20/20, 43.5-60.9 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +10.5% Capacity: 20 On weapon crit: + cripple the target Arrows are used with bows to pierce your foes to death. |
[vs. 365 alchemist agate (Quiver)] hateful pouch of dwarven-steel shots of erosion (15/21, 30.5-36.6 power, 3 apr)This item will automatically be transmogrified when you leave the level. hateful pouch of dwarven-steel shots of erosion (15/21, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 21 Damage (Ranged): +11 temporal / +14 darkness / +12 nature Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
[vs. 365 alchemist agate (Quiver)] insidious pouch of dwarven-steel shots of crippling (18/20, 32.5-39 power, 3 apr)This item will automatically be transmogrified when you leave the level. insidious pouch of dwarven-steel shots of crippling (18/20, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +14.0% Capacity: 20 On weapon crit: + cripple the target Damage (Ranged): +30 insidious poison Shots are used with slings to pummel your foes to death. |
[vs. 365 alchemist agate (Quiver)] Sunblur the pouch of voratun shots (21/21, 72-86.4 power, 28 apr)This item will automatically be transmogrified when you leave the level. Sunblur the pouch of voratun shots (21/21, 72-86.4 power, 28 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 72.0 - 86.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Physical crit. chance: +20.0% Capacity: 21 On weapon hit: * 40% chance to blind (+40%) On weapon crit: + wounds the target Travel speed: +400% Damage (Ranged): +15 bleed / +4 mind Burst (radius 1) on hit: +16 mind / +4 light Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
[vs. Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) (In off hand)] Titanic (20 def, 18 armour, 320 block)Titanic (20 def, 18 armour, 320 block) Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Base power: 0.0 - 0.0(-39.5 - -59.3) Uses stats: 30% Wil, 50% Mag Damage type: Physical Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Block value: +0 (-106) On weapon hit: * 0% chance to corrode armour (-21%) - injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +0(-8) nature Burst (radius 2) on crit: +0(-4) nature Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +18 (+10) Armour Hardiness: +20% Defense: +20 (+5 eff.) (+8 (+2 eff.)) Ranged Defense: +10 (+2 eff.) Fatigue: +30% (+18%) Changes stats: +0(-6) Con Changes resistances penetration: +0%(-6%) acid / +0%(-11%) physical / +0%(-10%) blight Talents granted: +4(+1) Block Disarm immunity: +0% (-28%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-79.00) Maximum vim: +0.00 (-20.00) This shield made of the darkest stralite is huge, heavy and very solid. |
[vs. Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) (In off hand)] Deflector (22 def, 11 armour, 230 block)Deflector (22 def, 11 armour, 230 block) Requires: - Strength 38 - Talent Armour Training (level 2) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Base power: 0.0 - 0.0(-39.5 - -59.3) Uses stats: 30% Wil, 50% Mag Damage type: Physical Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Block value: +0 (-106) On weapon hit: * 0% chance to corrode armour (-21%) - injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +0(-8) nature Burst (radius 2) on crit: +0(-4) nature Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +11 (+3) Defense: +22 (+6 eff.) (+10 (+3 eff.)) Fatigue: +8% (-4%) Changes stats: +0(-6) Con Changes resistances penetration: +0%(-6%) acid / +0%(-11%) physical / +0%(-10%) blight Talents granted: +4(+1) Block Physical save: +20 (+3 eff.) Disarm immunity: +0% (-28%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-79.00) Maximum vim: +0.00 (-20.00) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
[vs. Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) (In off hand)] Blazevice (12 def, 3 armour, 194.5 block)This item will automatically be transmogrified when you leave the level. Blazevice (12 def, 3 armour, 194.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Base power: 0.0 - 0.0(-39.5 - -59.3) Uses stats: 30% Wil, 50% Mag Damage type: Physical Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Block value: +0 (-106) On weapon hit: * 0% chance to corrode armour (-21%) - injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +0(-8) nature Burst (radius 2) on crit: +0(-4) nature Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +3 (-5) Defense: +12 (+3 eff.) (-) Ranged Defense: +12 (+3 eff.) Fatigue: +14% (+2%) Effects on melee hit: * 30% chance to inflict damage reduction Effects when hit in melee: * 18% chance to daze Damage when hit (Melee): 4 light Changes stats: +3 Dex / +0(-6) Con Changes resistances: +20% lightning / +20% physical / +6% darkness Maximum wards: +5 lightning / +6 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +5% lightning / +0%(-11%) physical / +0%(-10%) blight / +0%(-6%) acid Talents granted: +1 Ward +5(+2) Block Disarm immunity: +0% (-28%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-79.00) Maximum vim: +0.00 (-20.00) Handheld deflection devices. |
[vs. Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) (In off hand)] flaming voratun shield of lightning resistance (+25%) (12 def, 3 armour, 199 block)This item will automatically be transmogrified when you leave the level. flaming voratun shield of lightning resistance (+25%) (12 def, 3 armour, 199 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 0.0 - 0.0(-39.5 - -59.3) Uses stats: 30% Wil, 50% Mag Damage type: Physical Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Block value: +0 (-106) On weapon hit: * 0% chance to corrode armour (-21%) - injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +0(-8) nature Burst (radius 2) on crit: +0(-4) nature Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +3 (-5) Defense: +12 (+3 eff.) (-) Ranged Defense: +12 (+3 eff.) Fatigue: +14% (+2%) Damage (Melee): 8 fire Damage when hit (Melee): 18 fire Changes stats: +0(-6) Con Changes resistances: +25% lightning Changes resistances penetration: +0%(-6%) acid / +0%(-11%) physical / +0%(-10%) blight Talents granted: +5(+2) Block Disarm immunity: +0% (-28%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-79.00) Maximum vim: +0.00 (-20.00) Handheld deflection devices. |
[vs. Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) (In off hand)] impervious voratun shield (12 def, 11 armour, 321.5 block)This item will automatically be transmogrified when you leave the level. impervious voratun shield (12 def, 11 armour, 321.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 0.0 - 0.0(-39.5 - -59.3) Uses stats: 30% Wil, 50% Mag Damage type: Physical Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Block value: +0 (-106) On weapon hit: * 0% chance to corrode armour (-21%) - injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +0(-8) nature Burst (radius 2) on crit: +0(-4) nature Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +11 (+3) Defense: +12 (+3 eff.) (-) Ranged Defense: +12 (+3 eff.) Fatigue: +14% (+2%) Changes stats: +5(-1) Con Changes resistances penetration: +0%(-6%) acid / +0%(-11%) physical / +0%(-10%) blight Talents granted: +5(+2) Block Physical save: +11 (+2 eff.) Disarm immunity: +0% (-28%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-79.00) Maximum vim: +0.00 (-20.00) Handheld deflection devices. |
[vs. Belanarivon the Ichorsweeper (39.5-59.25 power, 25 apr) (In off hand)] reinforced voratun shield of mind resistance (+14%) (12 def, 13 armour, 277 block)This item will automatically be transmogrified when you leave the level. reinforced voratun shield of mind resistance (+14%) (12 def, 13 armour, 277 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Base power: 0.0 - 0.0(-39.5 - -59.3) Uses stats: 30% Wil, 50% Mag Damage type: Physical Armour Penetration: +0 (-25) Physical crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) Block value: +0 (-106) On weapon hit: * 0% chance to corrode armour (-21%) - injects a simple virus dealing 125 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +0(-8) nature Burst (radius 2) on crit: +0(-4) nature Attacks use: 0.0(-1.0) Steam When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-1 eff.)) Armour: +13 (+5) Defense: +12 (+3 eff.) (-) Ranged Defense: +12 (+3 eff.) Fatigue: +14% (+2%) Changes stats: +0(-6) Con Changes resistances: +14% mind Changes resistances penetration: +0%(-6%) acid / +0%(-11%) physical / +0%(-10%) blight Talents granted: +5(+2) Block Disarm immunity: +0% (-28%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-79.00) Maximum vim: +0.00 (-20.00) Handheld deflection devices. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Silk Current (12 def, 0 armour)This item will automatically be transmogrified when you leave the level. Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-9) Armour Hardiness: +0% (-) Defense: +12 (+3 eff.) (+8 (+2 eff.)) Fatigue: +0% (-22%) Damage when hit (Melee): 0(-) physical / 10 cold Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +15%(+8%) cold / +0%(-7%) lightning / +0%(-5%) fire Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-1) Armour Hardiness: +0% (-) Defense: +12 (+3 eff.) (+8 (+2 eff.)) Fatigue: +0% (-22%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +4(-) Wil / +3(-1) Cun / +0(-2) Con Changes resistances: +15%(+9%) acid / +12%(+7%) physical / +0%(-5%) fire / +0%(-7%) lightning / +0%(-7%) cold Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Talent cooldown: Rush ((+0(+5) turn) Physical save: +10 (+1 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 164.32 to 205.40 physical damage (based on Willpower and Cunning) with knockback, costing 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Spider-Silk Robe of Spydrë (10 def, 15 armour)Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (+6) Armour Hardiness: +30% (+30%) Defense: +10 (+3 eff.) (+6 (+2 eff.)) Fatigue: +0% (-22%) Damage when hit (Melee): 20 nature slow / 0(-) physical / 20 poison Changes stats: +0(-2) Str / +4(-) Wil / +0(-4) Cun / +5(+3) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-7%) lightning / +0%(-7%) cold / +30% nature / +0%(-5%) fire Changes damage: +10% acid / +10% nature / +10% mind Talent cooldown: Rush ((+0(+5) turn) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] dreamer's cashmere robe of life (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of life (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 (-9) Armour Hardiness: +0% (-) Defense: +2 (+1 eff.) (-2 (+0 eff.)) Fatigue: +0% (-22%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +14% darkness / +0%(-7%) lightning / +11% blight / +0%(-7%) cold / +16% mind / +0%(-5%) fire Talent cooldown: Rush ((+0(+5) turn) Physical save: +13 (+2 eff.) Spell save: +16 (+3 eff.) Mental save: +32 (+7 eff.) (+22 (+4 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +3.60 (-6.40) Maximum life: +74.00 Healing mod.: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-3) Armour Hardiness: +0% (-) Defense: +12 (+3 eff.) (+8 (+2 eff.)) Fatigue: +7% (-15%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +4(+2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-5%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent mastery: -0.20 Cunning / Stealth Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] spiked cured leather armour of spell shielding (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked cured leather armour of spell shielding (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-5) Armour Hardiness: +0% (-) Defense: +2 (+1 eff.) (-2 (+0 eff.)) Fatigue: +7% (-15%) Damage when hit (Melee): 13(13) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-7%) lightning / +0%(-7%) cold / +7% arcane / +0%(-5%) fire Talent cooldown: Rush ((+0(+5) turn) Spell save: +14 (+3 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of leather. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Medical Urgency Vest (6 def, 7 armour)Medical Urgency Vest (6 def, 7 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 (-2) Armour Hardiness: +0% (-) Defense: +6 (+2 eff.) (+2 (+1 eff.)) Fatigue: +7% (-15%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-5%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent cooldown: Rush ((+0(+5) turn) Talent granted: +1 Medical Urgency Vest Physical save: +15 (+2 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) This light leather armour features a special medical injector. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 (+3) Armour Hardiness: +0% (-) Defense: +14 (+4 eff.) (+10 (+3 eff.)) Fatigue: +0% (-22%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +8 Dex / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-5%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent cooldown: Rush ((+0(+5) turn) Reduces opponents crit chance: 7% Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] rejuvenating reinforced leather armour of fire resistance (4 def, 7 armour)This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-2) Armour Hardiness: +0% (-) Defense: +4 (+1 eff.) (-) Fatigue: +8% (-14%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +22%(+17%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +4.40 (-5.60) Stamina each turn: +1.50 A suit of armour made of leather. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] volcanic reinforced leather armour of natural resilience (4 def, 17 armour)This item will automatically be transmogrified when you leave the level. volcanic reinforced leather armour of natural resilience (4 def, 17 armour) Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +17 (+8) Armour Hardiness: +0% (-) Defense: +4 (+1 eff.) (-) Fatigue: +8% (-14%) Damage (Melee): 8 fire Damage (Ranged): 7 fire Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +16%(+11%) physical / +0%(-7%) lightning / +17% blight / +21%(+16%) fire / +18% nature / +0%(-7%) cold Reduced damage from: +7% Unnatural Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of leather. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Breath of Eyal (10 def, 10 armour)Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 (+1) Armour Hardiness: +0% (-) Defense: +10 (+3 eff.) (+6 (+2 eff.)) Fatigue: +20% (-2%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +20%(+13%) lightning / +20% temporal / +20% light / +20%(+15%) fire / +20% nature / +20%(+14%) acid / +0%(-5%) physical / +20% blight / +20%(+13%) cold / +15% arcane / +20% darkness Talent cooldown: Rush ((+0(+5) turn) Spell save: +20 (+4 eff.) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Molten Skin (15 def, 12 armour)This item will automatically be transmogrified when you leave the level. Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 (+3) Armour Hardiness: +0% (-) Defense: +15 (+4 eff.) (+11 (+3 eff.)) Fatigue: +0% (-22%) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 0(-) physical / 30 fire Changes stats: +0(-2) Str / +6 Mag / +0(-4) Wil / +6(+2) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +12% light / +20%(+15%) fire / +0%(-7%) lightning / -5%(-12%) cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Talent cooldown: Rush ((+0(+5) turn) Critical mult.: +20.00% Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 263.86 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] prismatic drakeskin leather armour of acid resistance (5 def, 8 armour)This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (-1) Armour Hardiness: +0% (-) Defense: +5 (+1 eff.) (+1 (+0 eff.)) Fatigue: +8% (-14%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +20%(+14%) acid / +0%(-5%) physical / +16% light / +0%(-7%) lightning / +0%(-7%) cold / +0%(-5%) fire / +14% darkness Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of leather. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] prismatic drakeskin leather armour of lightning resistance (5 def, 8 armour)This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (-1) Armour Hardiness: +0% (-) Defense: +5 (+1 eff.) (+1 (+0 eff.)) Fatigue: +8% (-14%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +23%(+16%) lightning / +0%(-5%) physical / +11% light / +0%(-5%) fire / +0%(-7%) cold / +17% darkness / +0%(-6%) acid Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of leather. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] fortifying iron mail armour of natural resilience (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. fortifying iron mail armour of natural resilience (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Armour Hardiness: +0% (-) Defense: +2 (+1 eff.) (-2 (+0 eff.)) Fatigue: +12% (-10%) Damage when hit (Melee): 0(-) physical Changes stats: +3(+1) Str / +0(-4) Wil / +0(-4) Cun / +3(+1) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-7%) lightning / +12% blight / +0%(-7%) cold / +11% nature / +0%(-5%) fire Reduced damage from: +6% Unnatural Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Maximum life: +42.00 A suit of armour made of mail. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] spiked iron mail armour of Eyal (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked iron mail armour of Eyal (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Armour Hardiness: +0% (-) Defense: +2 (+1 eff.) (-2 (+0 eff.)) Fatigue: +12% (-10%) Damage when hit (Melee): 11(11) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-5%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +1.50 (-8.50) Maximum life: +48.00 Healing mod.: +12% A suit of armour made of mail. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-5) Armour Hardiness: +0% (-) Defense: +2 (+1 eff.) (-2 (+0 eff.)) Fatigue: +12% (-10%) Damage when hit (Melee): 0(-) physical Changes stats: +2(-) Str / +0(-4) Wil / +0(-4) Cun / +2(-) Con Changes resistances: +10%(+4%) acid / +0%(-5%) physical / +10% darkness / +10% blight / +10%(+5%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.50 (-9.50) Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 52 power out of 60/60) : Effective talent level: 2.0 Power cost: 52 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] prismatic steel mail armour (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. prismatic steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-3) Armour Hardiness: +0% (-) Defense: +2 (+1 eff.) (-2 (+0 eff.)) Fatigue: +14% (-8%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +13% light / +0%(-7%) lightning / +0%(-7%) cold / +0%(-5%) fire / +13% darkness Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of mail. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Chromatic Harness (10 def, 14 armour)Chromatic Harness (10 def, 14 armour) Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 (+5) Armour Hardiness: +0% (-) Defense: +10 (+3 eff.) (+6 (+2 eff.)) Fatigue: +16% (-6%) Damage when hit (Melee): 0(-) physical Changes stats: +6(+4) Str / +6(+2) Wil / +4(-) Cun / +0(-2) Con / +10 Lck Changes resistances: +20%(+13%) lightning / +20%(+15%) physical / +20%(+15%) fire / +20%(+13%) cold / +20%(+14%) acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Blindness immunity: +50% Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +25% (+3%) Knockback immunity: +50% (+28%) Life regen: +0.00 (-10.00) This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] Scale Mail of Kroltar (10 def, 18 armour)Scale Mail of Kroltar (10 def, 18 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 (+9) Armour Hardiness: +0% (-) Defense: +10 (+3 eff.) (+6 (+2 eff.)) Fatigue: +16% (-6%) Damage when hit (Melee): 0(-) physical Changes stats: +5(+3) Str / +3 Dex / +0(-4) Wil / +0(-4) Cun / +4(+2) Con Changes resistances: +20%(+14%) acid / +0%(-5%) physical / +0%(-7%) cold / +20% blight / +20%(+15%) fire / +20% nature / +20%(+13%) lightning Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) Maximum life: +120.00 It can be used to activate talent Inferno (costing 43 power out of 80/80) : Effective talent level: 3.0 Power cost: 43 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 100.11 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] enlightening voratun mail armour (5 def, 10 armour)This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (+1) Armour Hardiness: +0% (-) Defense: +5 (+1 eff.) (+1 (+0 eff.)) Fatigue: +16% (-6%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +6(+2) Wil / +7(+3) Cun / +0(-2) Con Changes resistances: +0%(-6%) acid / +0%(-5%) physical / +0%(-5%) fire / +0%(-7%) lightning / +0%(-7%) cold Talent cooldown: Rush ((+0(+5) turn) Mental save: +22 (+5 eff.) (+12 (+2 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of mail. |
[vs. enlightening steel plate armour of the dragon (4 def, 9 armour) (Main armor)] voratun mail armour of lightning resistance (5 def, 10 armour)This item will automatically be transmogrified when you leave the level. voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (+1) Armour Hardiness: +0% (-) Defense: +5 (+1 eff.) (+1 (+0 eff.)) Fatigue: +16% (-6%) Damage when hit (Melee): 0(-) physical Changes stats: +0(-2) Str / +0(-4) Wil / +0(-4) Cun / +0(-2) Con Changes resistances: +19%(+12%) lightning / +0%(-5%) physical / +0%(-7%) cold / +0%(-5%) fire / +0%(-6%) acid Talent cooldown: Rush ((+0(+5) turn) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Poison immunity: +0% (-70%) Disease immunity: +0% (-70%) Cut immunity: +0% (-70%) Disarm immunity: +0% (-20%) Stun/Freeze immunity: +0% (-22%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-10.00) A suit of armour made of mail. |
[vs. Turindur (Around waist)] Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Ranged Defense: +20 (+5 eff.) Fatigue: +0% (+6%) Damage when hit (Melee): 0(-4) arcane Changes stats: +0(-3) Str / +12(+7) Dex / +10(+6) Cun / +8(-) Lck Critical mult.: +0.00% (-8.00%) Trap disarming bonus: +0 (-13) Stealth bonus: +0 (-5) Maximum encumbrance: +0 (-22) Spell save: +0 (+0 eff.) (-12 (-2 eff.)) Mana when firing critical spell: +0.00 (-2.00) Spell crit. chance: +0% (-1%) Infravision radius: +0 (-4) Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 5.2 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 89 defense for 17 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
[vs. Runazilakath (13 def, 8 armour) (Cloak)] Yeti-fur Cloak (9 def, 2 armour)Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 (-6) Defense: +9 (+2 eff.) (-4 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes resistances: +0%(-25%) nature / +15%(-10%) cold Physical save: +10 (+2 eff.) (-16 (-3 eff.)) Spell save: +0 (+0 eff.) (-29 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Silence immunity: +0% (-15%) Maximum life: +0.00 (-67.00) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
[vs. Runazilakath (13 def, 8 armour) (Cloak)] Pressurizer (8 def, 0 armour)Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +8 (+2 eff.) (-5 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +3 Dex Changes resistances: +0%(-25%) nature / +0%(-25%) cold Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Spell save: +0 (+0 eff.) (-29 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Silence immunity: +0% (-15%) Maximum life: +0.00 (-67.00) Steampower: +10 (+2 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
[vs. Runazilakath (13 def, 8 armour) (Cloak)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (+2) Armour Hardiness: +15% Defense: +0 (+0 eff.) (-13 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes resistances: +5% physical / +0%(-25%) nature / +0%(-25%) cold Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Spell save: +0 (+0 eff.) (-29 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Silence immunity: +0% (-15%) Maximum life: +0.00 (-67.00) Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 52 power out of 60/60) : Effective talent level: 1.0 Power cost: 52 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 252.37 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
[vs. Runazilakath (13 def, 8 armour) (Cloak)] enveloping cashmere cloak of the voidstalker (13 def, 0 armour)This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of the voidstalker (13 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-8) Defense: +13 (+3 eff.) (-) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes resistances: +0%(-25%) cold / +18% temporal / +21% darkness / +0%(-25%) nature Physical save: +10 (+2 eff.) (-16 (-3 eff.)) Spell save: +0 (+0 eff.) (-29 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Silence immunity: +0% (-15%) Maximum life: +0.00 (-67.00) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Runazilakath (13 def, 8 armour) (Cloak)] thick cashmere cloak (2 def, 8 armour)This item will automatically be transmogrified when you leave the level. thick cashmere cloak (2 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +2 (+0 eff.) (-11 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes resistances: +0%(-25%) nature / +15%(-10%) cold Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Spell save: +0 (+0 eff.) (-29 (-5 eff.)) Mental save: +0 (+0 eff.) (-18 (-5 eff.)) Silence immunity: +0% (-15%) Maximum life: +0.00 (-67.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Runazilakath (13 def, 8 armour) (Cloak)] Duraroddafast the elven-silk cloak (3 def, 0 armour)This item will automatically be transmogrified when you leave the level. Duraroddafast the elven-silk cloak (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +0 (-8) Defense: +3 (+1 eff.) (-10 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Damage when hit (Melee): 8 mind Changes stats: +3 Str / +4 Dex / +4 Cun / +3 Con Changes resistances: +0%(-25%) nature / +0%(-25%) cold Changes damage: +12% arcane Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Spell save: +0 (+0 eff.) (-29 (-5 eff.)) Mental save: +25 (+6 eff.) (+7 (+1 eff.)) Silence immunity: +0% (-15%) Maximum life: +57.00 (-10.00) Maximum psi: +30.00 Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Korikalthorab (0 def, 6 armour) (On feet)] Wanderer's Rest (4 def, 0 armour)Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +0 (-6) Defense: +4 (+1 eff.) Fatigue: -10% (-14%) Changes stats: +0(-17) Str / +3 Dex / +0(-15) Con Changes resistances: +0%(-3%) temporal / +5% physical Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Talent mastery: +0.20 Psionic / Augmented mobility Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-30 (-5 eff.)) Disarm immunity: +0% (-15%) Pinning immunity: +100% (+75%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Only die when reaching: +0.00 life (+40.00 life) Movement speed: +10% Size category: +0 (-1) It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
[vs. Korikalthorab (0 def, 6 armour) (On feet)] restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +3 (-3) Fatigue: +3% (-1%) Changes stats: +0(-17) Str / +0(-15) Con Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-30 (-5 eff.)) Disarm immunity: +0% (-15%) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Life regen: +2.40 Stamina each turn: +0.70 Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +16.00 Healing mod.: +13% Size category: +0 (-1) A pair of boots made of leather. |
[vs. Korikalthorab (0 def, 6 armour) (On feet)] Steam Powered Boots (8 def, 15 armour)Steam Powered Boots (8 def, 15 armour) Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +15 (+9) Defense: +8 (+2 eff.) Fatigue: +8% (+4%) Changes stats: +8(-9) Str / +10 Dex / +0(-15) Con Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical / +10% fire Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-30 (-5 eff.)) Disarm immunity: +0% (-15%) Pinning immunity: +50% (+25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Only die when reaching: +0.00 life (+40.00 life) Size category: +0 (-1) Generate 3 steam each time you walk. Boots. But with steam power! |
[vs. Korikalthorab (0 def, 6 armour) (On feet)] pair of voratun boots of uncanny dodging (9 def, 5 armour)This item will automatically be transmogrified when you leave the level. pair of voratun boots of uncanny dodging (9 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +5 (-1) Defense: +9 (+2 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +4% (-) Changes stats: +0(-17) Str / +0(-15) Con Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-30 (-5 eff.)) Disarm immunity: +0% (-15%) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Only die when reaching: +0.00 life (+40.00 life) Size category: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Korikalthorab (0 def, 6 armour) (On feet)] undeterred pair of voratun boots (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. undeterred pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +5 (-1) Fatigue: +4% (-) Changes stats: +0(-17) Str / +0(-15) Con Changes resistances: +0%(-3%) temporal Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-10%) physical Physical save: +0 (+0 eff.) (-18 (-3 eff.)) Spell save: +0 (+0 eff.) (-30 (-5 eff.)) Silence immunity: +28% Disarm immunity: +0% (-15%) Confusion immunity: +47% Pinning immunity: +0% (-25%) Stun/Freeze immunity: +42% Knockback immunity: +0% (-25%) Teleport immunity: +0% (-100%) Only die when reaching: +0.00 life (+40.00 life) Size category: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +0 (-4) Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex / +3 Mag Changes resistances: +8% temporal / +8% darkness / +0%(-17%) mind Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% temporal / +8% darkness / +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4(-14.5 - -15.9) Uses stats: 70% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +1 (-12) Armour Penetration: +3 (-2) Physical crit. chance: +6.0% (-8.0%) Attack speed: 100% (-) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Burst (radius 2) on crit: +0(-23) mind Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Gloves of the Firm Hand (0 def, 8 armour)Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +8 (+4) Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex / +4 Con Changes resistances: +0%(-17%) mind Changes damage: +0%(-21%) mind Talent cooldown: Clinch (-2 turns) Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +40% (-60%) Confusion immunity: +0% (-15%) Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9(-9.5 - -10.4) Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +1 (-12) Armour Penetration: +1 (-4) Physical crit. chance: +7.0% (-7.0%) Attack speed: 100% (-) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Burst (radius 2) on crit: +0(-23) mind These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Snow Giant Wraps (0 def, 2 armour)Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +2 (-2) Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +4 Str / +0(-5) Dex Changes resistances: +10% lightning / +10% cold / +0%(-17%) mind Changes damage: +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7(-11.5 - -12.6) Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +1 (-12) Armour Penetration: +1 (-4) Physical crit. chance: +4.0% (-10.0%) Attack speed: 100% (-) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold Burst (radius 2) on crit: +0(-23) mind It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 331.69 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Assassin's Surprise (0 def, 4 armour)Assassin's Surprise (0 def, 4 armour) Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +4 (-) Damage (Melee): 10 poison / 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +5 Cun / +0(-5) Dex Changes resistances: +0%(-17%) mind Changes damage: +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Poison immunity: +20% Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) When used to modify unarmed attacks: Base power: 21.0 - 29.4(-7.5 - -1.9) Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +8 (+3) Physical crit. chance: +5.0% (-9.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). Damage (Melee): +10 crippling poison Burst (radius 2) on crit: +0(-23) mind Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 43 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 129 addition nature damage over 3 turns (damage based on Cunning), costing 11 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Spellhunt Remnants (2 def, 3 armour)Spellhunt Remnants (2 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +3 (-1) Defense: +2 (+1 eff.) Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex Changes resistances: +0%(-17%) mind Changes damage: +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +6 (+1 eff.) (-5 (-1 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2(-10.5 - -6.1) Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy: +1 (-12) Armour Penetration: +8 (+3) Physical crit. chance: +6.0% (-8.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence Burst (radius 2) on crit: +0(-23) mind It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +7 (+3) Fatigue: +10% Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex Changes resistances: +20% acid / +10% physical / +0%(-17%) mind Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical / +0%(-21%) mind Talent cooldown: Clinch (-2 turns) Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) When used to modify unarmed attacks: Base power: 27.0 - 37.8(-1.5 - +6.5) Uses stats: 50% Mag, 60% Str, 30% Wil, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +15 (+10) Physical crit. chance: +5.0% (-9.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Burst (radius 2) on crit: +0(-23) mind Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] naturalist's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)This item will automatically be transmogrified when you leave the level. naturalist's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) (-2 (-1 eff.)) Armour: +2 (-2) Damage (Melee): 0(-40) item lightning daze / 10 nature / 0(-30) mind Damage when hit (Melee): 0(-12) lightning Changes stats: +4(-1) Dex Changes resistances: +7% nature / +0%(-17%) mind Changes damage: +7% nature / +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) When used to modify unarmed attacks: Base power: 19.5 - 27.3(-9.0 - -4.0) Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 (-6) Armour Penetration: +9 (+4) Physical crit. chance: +15.0% (+1.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 2) on crit: +9 nature / +0(-23) mind Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Ruthless Grip (0 def, 5 armour)Ruthless Grip (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +5 (+1) Damage (Melee): 0(-40) item lightning daze / 20 cold / 20 darkness / 0(-30) mind Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex Changes resistances: +0%(-17%) mind Changes damage: +20% cold / +20% darkness / +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4(+2.5 - +12.1) Uses stats: 50% Mag, 40% Cun, 70% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +15 (+10) Physical crit. chance: +10.0% (-4.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). Burst (radius 2) on crit: +0(-23) mind It can be used to activate talent Frost Grab (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 197.35 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] Steam Powered Gauntlets (0 def, 12 armour)Steam Powered Gauntlets (0 def, 12 armour) Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Physical crit. chance: +10.0% Armour: +12 (+8) Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +6 Str / +6(+1) Dex Changes resistances: +0%(-17%) mind Changes damage: +0%(-21%) mind / +8% all Talent granted: +0(+-5) Iron Grip Critical mult.: +30.00% Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +50% (-50%) Confusion immunity: +0% (-15%) Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4(+7.5 - +19.1) Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +10 (+5) Physical crit. chance: +10.0% (-4.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). Burst (radius 2) on crit: +0(-23) mind Gauntlets. But with steam power! |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] umbral voratun gauntlets of the starseeker (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. umbral voratun gauntlets of the starseeker (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +3 (-1) Damage (Melee): 0(-40) item lightning daze / 14 darkness / 0(-30) mind Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex / +3 Mag / +4 Cun Changes resistances: +0%(-17%) mind / +8% light / +20% darkness Changes damage: +7% darkness / +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) Infravision radius: +2 When used to modify unarmed attacks: Base power: 31.0 - 43.4(+2.5 - +12.1) Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +15 (+10) Physical crit. chance: +10.0% (-4.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). On weapon hit: * 11% chance to inflict damage reduction (+11%) Burst (radius 2) on crit: +0(-23) mind / +13 light / +32 darkness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 107.94 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Xanobrelramira the Tempestjeer (0 def, 4 armour) (On hands)] voratun gauntlets of regeneration (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. voratun gauntlets of regeneration (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-17 (-4 eff.)) Armour: +3 (-1) Damage (Melee): 0(-30) mind / 0(-40) item lightning daze Damage when hit (Melee): 0(-12) lightning Changes stats: +0(-5) Dex Changes resistances: +0%(-17%) mind Changes damage: +0%(-21%) mind Talent granted: +0(+-5) Iron Grip Spell save: +0 (+0 eff.) (-11 (-2 eff.)) Disease immunity: +0% (-10%) Disarm immunity: +0% (-100%) Confusion immunity: +0% (-15%) Life regen: +3.30 Stamina each turn: +0.90 Psi each turn: +0.31 When used to modify unarmed attacks: Base power: 29.0 - 40.6(+0.5 - +9.3) Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-12) Armour Penetration: +15 (+10) Physical crit. chance: +10.0% (-4.0%) Attack speed: 83% (-17%) When this weapon hits: Psychic Lobotomy (40% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +0(-23) mind Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] Sparkbloom the drakeskin leather hat (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. Sparkbloom the drakeskin leather hat (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +5 (+0 eff.) Armour: +5 (-1) Defense: +0 (+0 eff.) (-11 (-3 eff.)) Fatigue: +5% (-) Effects on melee hit: * 15% chance to daze Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +13 Str / +8(-) Dex / +4 Wil / +5(-5) Cun / +5 Con Changes resistances: +15% lightning / +6% temporal / +0%(-17%) darkness Changes resistances penetration: +10% lightning / +0%(-10%) light Changes damage: +9% lightning / +6% temporal Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Silence immunity: +0% (-50%) Mindpower: +6 (+1 eff.) Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A hat made of leather. Very stylish. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] elven-silk wizard hat 'Brightpunish' (3 def, 0 armour)This item will automatically be transmogrified when you leave the level. elven-silk wizard hat 'Brightpunish' (3 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-6) Defense: +3 (+1 eff.) (-8 (-2 eff.)) Fatigue: +0% (-5%) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +0(-8) Dex / +8 Wil / +6(-4) Cun Changes resistances: +0%(-17%) darkness / +25% fire / +5% arcane / +9% light Changes resistances penetration: +15% arcane / +0%(-10%) light Changes damage: +14% acid / +13% lightning / +15% cold / +15% arcane / +30% fire Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Silence immunity: +0% (-50%) Mindpower: +7 (+1 eff.) Mental crit. chance: +1% Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A pointy cloth hat, very wizardly... |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] hardened leather cap of trickery (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour penetration: +6 Armour: +3 (-3) Defense: +0 (+0 eff.) (-11 (-3 eff.)) Fatigue: +3% (-2%) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +3(-7) Cun / +4(-4) Dex Changes resistances: +0%(-17%) darkness Changes resistances penetration: +0%(-10%) light Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Silence immunity: +0% (-50%) Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A cap made of leather. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] grounding drakeskin leather cap of constitution (+6) (0 def, 5 armour)This item will automatically be transmogrified when you leave the level. grounding drakeskin leather cap of constitution (+6) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +5 (-1) Defense: +0 (+0 eff.) (-11 (-3 eff.)) Fatigue: +5% (-) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +0(-8) Dex / +0(-10) Cun / +6 Con Changes resistances: +12% lightning / +11% temporal / +0%(-17%) darkness Changes resistances penetration: +0%(-10%) light Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Silence immunity: +0% (-50%) Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A cap made of leather. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] Quasit's Skull (0 def, 12 armour)This item will automatically be transmogrified when you leave the level. Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +12 (+6) Armour Hardiness: +5% Defense: +0 (+0 eff.) (-11 (-3 eff.)) Fatigue: +5% (-) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +0(-8) Dex / +0(-10) Cun / +3 Con Changes resistances: +0%(-17%) darkness Changes resistances penetration: +0%(-10%) light Physical save: +12 (+2 eff.) (-14 (-3 eff.)) Silence immunity: +0% (-50%) Stun/Freeze immunity: +30% Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] Visage of Nektosh (4 def, 8 armour)Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +8 (+2) Defense: +4 (+1 eff.) (-7 (-2 eff.)) Fatigue: +6% (+1%) Damage (Melee): 0(-40) item acid corrode / 15 physical bleed / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +0(-8) Dex / +4 Mag / +4 Wil / +4(-6) Cun Changes resistances: +10%(-7%) darkness Changes resistances penetration: +0%(-10%) light Talent mastery: +0.20 Race / Whitehooves Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Silence immunity: +0% (-50%) Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] thaloren dwarven-steel helm (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +4 (-2) Defense: +0 (+0 eff.) (-11 (-3 eff.)) Fatigue: +4% (-1%) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +0(-8) Dex / +5 Wil / +0(-10) Cun Changes resistances: +8% blight / +0%(-17%) darkness Changes resistances penetration: +0%(-10%) light Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Mental save: +10 (+2 eff.) Silence immunity: +0% (-50%) Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] Steam Powered Helm (3 def, 12 armour)This item will automatically be transmogrified when you leave the level. Steam Powered Helm (3 def, 12 armour) Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +12 (+6) Defense: +3 (+1 eff.) (-8 (-2 eff.)) Fatigue: +10% (+5%) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 0(-8) light / 0(-14) item temporal energize Changes stats: +5 Str / +0(-8) Dex / +0(-10) Cun / +5 Con Changes resistances: +0%(-17%) darkness / +10% all Changes resistances penetration: +0%(-10%) light Physical save: +0 (+0 eff.) (-26 (-5 eff.)) Blindness immunity: +50% Silence immunity: +0% (-50%) Infravision radius: +0 (-7) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A Helmet. But with steam power! |
[vs. Zubilradalaith the Lustrebrawn (11 def, 6 armour) (On head)] voratun helm 'Cloudorder' (8 def, 16 armour)This item will automatically be transmogrified when you leave the level. voratun helm 'Cloudorder' (8 def, 16 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) (-4 (-1 eff.)) Armour penetration: +8 Armour: +16 (+10) Defense: +8 (+2 eff.) (-3 (-1 eff.)) Fatigue: +5% (-) Damage (Melee): 0(-40) item acid corrode / 0(-15) item light blind Damage when hit (Melee): 20 lightning / 0(-8) light / 0(-14) item temporal energize Changes stats: +4(-6) Cun / +6(-2) Dex Changes resistances: +3% lightning / +3% fire / +0%(-17%) darkness / +7% all Changes resistances penetration: +0%(-10%) light Changes damage: +9% fire Physical save: +14 (+3 eff.) (-12 (-2 eff.)) Silence immunity: +0% (-50%) Infravision radius: +3 (-4) Sight radius: +0 (-) See stealth: +0 (-) See invisible: +0 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
18 aquamarine 18 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 amethyst 20 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
22 onyx 22 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
23 lapis lazuli 23 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 emerald 18 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
23 garnet 23 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 quartz 26 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Isogalravea (Light source)] nightwalker's alchemist's lampnightwalker's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +0(-5) Con / +4 Wil Changes resistances: +0%(-13%) blight Changes resistances penetration: +0%(-15%) blight Critical mult.: +10.00% Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Spell save: +0 (+0 eff.) (-18 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Life regen: +0.00 (-5.50) Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum mana: +0.00 (-40.00) Light radius: +3 (-1) See stealth: +0 (-20) See invisible: +0 (-21) Healing mod.: +0% (-22%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Isogalravea (Light source)] dwarven lantern 'Duvoderuikan'dwarven lantern 'Duvoderuikan' Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +8 Cun / +0(-5) Con Changes resistances: +0%(-13%) blight / +9% fire Changes resistances penetration: +0%(-15%) blight / +10% temporal Changes damage: +3% arcane Critical mult.: +10.00% Physical save: +12 (+2 eff.) (-3 (-1 eff.)) Spell save: +0 (+0 eff.) (-18 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Life regen: +0.00 (-5.50) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum mana: +0.00 (-40.00) Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Light radius: -6 (-10) Infravision radius: +7 See stealth: +0 (-20) See invisible: +0 (-21) Healing mod.: +18% (-4%) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
simple frost salve [power 43] simple frost salve [power 43]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 306% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (43% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 22 turns. Medical salve. |
simple healing salve [power 486] simple healing salve [power 486]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 306% efficiency and 56% cooldown modifier. It can be used to heal 486, putting Talent Medical Injector on cooldown for 13 turns. Medical salve. |
amazing healing salve [power 1093] amazing healing salve [power 1093]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 306% efficiency and 56% cooldown modifier. It can be used to heal 1093, putting Talent Medical Injector on cooldown for 13 turns. Medical salve. |
amazing pain suppressor salve [power 957] amazing pain suppressor salve [power 957]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 306% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -957 life and reduces all damage by 30% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
[vs. Chamudevon (dig speed 17 turns) (Tool)] iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (+5%) Changes stats: +1(-5) Str Changes resistances: +0%(-15%) darkness Changes damage: +0%(-6%) physical Damage affinity(heal): +0%(-30%) darkness Critical mult.: +0.00% (-6.00%) Infravision radius: +0 (-8) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Chamudevon (dig speed 17 turns) (Tool)] StimulusStimulus Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Defense: +12 (+3 eff.) Fatigue: +0% (+5%) Changes stats: +5 Cun / +0(-6) Str Changes resistances: +0%(-15%) darkness Changes damage: +0%(-6%) physical Damage affinity(heal): +0%(-30%) darkness Critical mult.: +0.00% (-6.00%) Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Infravision radius: +0 (-8) When carried: Talent granted: +0(+-1) Dig Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
[vs. Chamudevon (dig speed 17 turns) (Tool)] Fortune's EyeFortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Defense: +12 (+3 eff.) Fatigue: +0% (+5%) Changes stats: +0(-6) Str / +5 Cun / +10 Lck Changes resistances: +0%(-15%) darkness Changes damage: +0%(-6%) physical Damage affinity(heal): +0%(-30%) darkness Critical mult.: +0.00% (-6.00%) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Infravision radius: +0 (-8) See stealth: +12 See invisible: +12 When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 174 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Chamudevon (dig speed 17 turns) (Tool)] Hanubers the voratun torque of thermal psionic shield [power 183] (24 cooldown)Hanubers the voratun torque of thermal psionic shield [power 183] (24 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (+5%) Damage when hit (Melee): 4 physical Changes stats: +0(-6) Str Changes resistances: +0%(-15%) darkness Changes resistances penetration: +15% physical Changes damage: +0%(-6%) physical Damage affinity(heal): +0%(-30%) darkness Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +1 Telekinetic Blast Critical mult.: +0.00% (-6.00%) Life regen: +0.60 Maximum stamina: +10.00 Infravision radius: +0 (-8) When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 183 for 7 turns, putting all charms on cooldown for 24 turns. When used: 100% chance to regenerate 13 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Chamudevon (dig speed 17 turns) (Tool)] supercharged elm totem of thorny skin [power 21] (23 cooldown)supercharged elm totem of thorny skin [power 21] (23 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (+5%) Changes stats: +0(-6) Str Changes resistances: +0%(-15%) darkness Changes damage: +0%(-6%) physical Damage affinity(heal): +0%(-30%) darkness Critical mult.: +0.00% (-6.00%) Infravision radius: +0 (-8) When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30%, putting all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Chamudevon (dig speed 17 turns) (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (+5%) Changes stats: +5(-1) Str Changes resistances: +10% nature / +0%(-15%) darkness Changes damage: +5%(-1%) physical Damage affinity(heal): +0%(-30%) darkness Talent granted: +1 Battle Trance Critical mult.: +0.00% (-6.00%) Physical save: +10 (+1 eff.) Life regen: +0.15 Infravision radius: +0 (-8) Healing mod.: +10% When carried: Talent granted: +0(+-1) Dig This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove perfect acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Deluxe Minodad the Whitehoof Sawbutcher level 15
41st Retaking 124th year of Ascendancy at 20:03 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Deluxe Minodad the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 19:11 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Deluxe Minodad the Whitehoof Sawbutcher level 39
44th Revenge 124th year of Ascendancy at 20:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Deluxe Minodad the Whitehoof Sawbutcher level 31
27th Revenge 124th year of Ascendancy at 14:41 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Deluxe Minodad the Whitehoof Sawbutcher level 22
46th Retaking 124th year of Ascendancy at 22:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Deluxe Minodad the Whitehoof Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 14:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Deluxe Minodad the Whitehoof Sawbutcher level 20
46th Retaking 124th year of Ascendancy at 18:52 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Deluxe Minodad the Whitehoof Sawbutcher level 30
27th Revenge 124th year of Ascendancy at 09:35 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Deluxe Minodad the Whitehoof Sawbutcher level 40
44th Revenge 124th year of Ascendancy at 21:30 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Deluxe Minodad the Whitehoof Sawbutcher level 25
6th Revenge 124th year of Ascendancy at 20:51 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Deluxe Minodad the Whitehoof Sawbutcher level 18
46th Retaking 124th year of Ascendancy at 15:31 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Deluxe Minodad the Whitehoof Sawbutcher level 39
44th Revenge 124th year of Ascendancy at 20:55 see stats
This will make a big Omelette! (Nightmare (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Deluxe Minodad the Whitehoof Sawbutcher level 33
27th Revenge 124th year of Ascendancy at 21:32 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Deluxe Minodad the Whitehoof Sawbutcher level 23
47th Retaking 124th year of Ascendancy at 01:09 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Deluxe Minodad the Whitehoof Sawbutcher level 11
19th Retaking 124th year of Ascendancy at 01:30 see stats
Log
Deluxe Minodad picks up (e.): shielding rune (absorb 236 for 6 turns).
Deluxe Minodad picks up (o.): Shockwilder (66-99 power, 21 apr).
Deluxe Minodad picks up ( .): naturalist's dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour).
Deluxe Minodad picks up ( .): spiked iron mail armour of Eyal (2 def, 4 armour).
Deluxe Minodad picks up ( .): reinforced voratun shield of mind resistance (+14%) (12 def, 13 armour, 277 block).
Deluxe Minodad picks up (x.): quick voratun longsword (43-60.2 power, 6 apr).
Talent Continuous Butchery is ready to use.
You feel a surge of power as a powerful creature falls nearby.
Deluxe Minodad deactivates Roll With It.
Deluxe Minodad deactivates Goresplosion.
Deluxe Minodad deactivates Tempest of Metal.
Deluxe Minodad deactivates Daunting Presence.
Deluxe Minodad no longer feels strong.
Deluxe Minodad is no longer surging arcane power.
Deluxe Minodad deactivates Mow Down.
Deluxe Minodad deactivates Melting Point.
Deluxe Minodad's is no longer blazing.
Deluxe Minodad deactivates Grinding Shield.
Deluxe Minodad deactivates Maw of Urh'rok.
Deluxe Minodad deactivates Overheat Saws.
Deluxe Minodad deactivates Horrifying Blows.
Deluxe Minodad deactivates Flame of Urh'Rok.
Deluxe Minodad deactivates Chant of Resistance.
Deluxe Minodad deactivates Eternal Suffering.
Deluxe Minodad's saw motors are back to normal.
Deluxe Minodad deactivates Abyssal Shield.
Deluxe Minodad deactivates Furnace.
