Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. 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
Damned Class 1.2.5Adds a new afflicted class. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Spell Merchants 1.0.0 Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamshaper Subclass 1.4.4Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Everyone Options 1.4.5Starts characters off with category points instead of categories known. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Chrono Ranger |
Level / Exp | 53 / 32% |
Size | huge |
Lifes / Deaths | Killed by skeleton mage at level 4 on the 76th Pyre 122nd year of Ascendancy at 14:43 / 1 |
Primary Stats
Strength | 194 (base 61) |
Dexterity | 99 (base 61) |
Constitution | 93 (base 61) |
Magic | 95 (base 61) |
Willpower | 120 (base 61) |
Cunning | 254 (base 61) |
Resources
Life | 21799/21799 |
Mana | 1522/1522 |
Equilibrium | 0 |
Paradox | 420 |
Healing Factor | 1.18 |
Regeneration | 42.716 |
Speed
Mental | +93.45% |
Attack | +93.45% |
Movement | +494% |
Spell | +93.45% |
Global | +147.02% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 285 |
Accuracy | 72 |
Crit Chance | 283% |
APR | 7 |
Speed | 0.52 |
Offense: Offhand
Damage | 285 |
Accuracy | 72 |
Crit Chance | 283% |
APR | 7 |
Speed | 0.52 |
Offense: Spell
Spellpower | 153 |
Crit Chance | 100% |
Speed | 0.51692943913156 |
Offense: Mind
Mindpower | 176 |
Crit Chance | 100% |
Speed | 0.51692943913156 |
Offense: Damage Bonus
All | +48% |
Defense: Base
Armour (hardiness) | 276.5 (92.462686567164%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 119 |
Spell Save | 68 |
Mental Save | 86 |
Defense: Resistances
All | + 92%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 19% |
Poison Resistance | 100% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Silence Resistance | 73% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
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 100% efficiency and cooldown mod of 100%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Spell / Meta | 8.80 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 4.07 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 6.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timeline Threading | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 3.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunslinging | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.90 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 15.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Whitehooves | 3.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Chant of Resistance |
talent | Evasive Shots |
beneficial effect | You have 5 charges. Death Momentum |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You abandoned repented thief to death. Escort: repented thief (level 1 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
Equipment
On feet | Shinerace (25 def, 14 armour) Shinerace (25 def, 14 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Defense: +25 (+5 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 4 arcane / 16 light Changes stats: +2 Wil Changes resistances: +10% acid / +11% fire / +11% lightning / +11% cold Changes damage: +6% light Physical save: +28 (+4 eff.) Spell save: +35 (+8 eff.) Mental save: +9 (+1 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 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 82 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Arysema (21/21, 53.5-64.2 power, 6 apr) Arysema (21/21, 53.5-64.2 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +21.0% Capacity: 21 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +16 blight / +20 mind / +18 darkness / +12 arcane Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +8 arcane Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Scorpionbutcher' alchemist's lamp 'Scorpionbutcher'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes stats: +6 Wil Changes resistances: +11% darkness / +6% nature Changes resistances penetration: +10% nature Changes damage: +9% lightning / +10% mind / +12% nature / +10% light Damage affinity(heal): +5% light Physical save: +10 (+2 eff.) Mental save: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +7% Light radius: +6 Healing mod.: +18% It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 189.56 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Quasit's Skull (0 def, 14 armour) Quasit's Skull (0 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +14 Armour Hardiness: +5% Fatigue: +5% Changes stats: +12 Cun / +4 Con Physical save: +14 (+2 eff.) Mental save: +18 (+3 eff.) Stun/Freeze immunity: +30% 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. |
On hands | Steam Powered Gauntlets (0 def, 19 armour) Steam Powered Gauntlets (0 def, 19 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: Physical crit. chance: +10.0% Armour: +19 Changes stats: +10 Str / +10 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | Cuthygar the Corpsewreath [power 16] (12 cooldown) Cuthygar the Corpsewreath [power 16] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 lightning Changes resistances: +12% nature Changes resistances penetration: +5% nature Talent granted: +5 Lay Web It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Lisussra the Flashcut Lisussra the FlashcutInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +10 Str / +11 Dex / +28 Wil / +29 Cun / +13 Con Changes resistances: +26% blight / +12% fire / +11% nature Changes resistances penetration: +15% fire Changes damage: +6% blight Mental save: +22 (+4 eff.) Poison immunity: +22% Disease immunity: +20% Mindpower: +21 (+2 eff.) Rings can have magical properties. |
On fingers | copper ring 'Airtreason' copper ring 'Airtreason'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +11% temporal Changes damage: +6% lightning / +11% temporal / +12% mind Silence immunity: +23% Mana each turn: +0.14 Rings can have magical properties. |
Around neck | Plaguewinter PlaguewinterInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 nature / 16 acid Changes stats: +12 Str / +12 Dex / +19 Wil Changes resistances: +9% acid / +22% fire / +26% cold Changes resistances penetration: +5% nature Changes damage: +9% nature Talent mastery: +0.27 Steamtech / Avoidance Physical save: +26 (+4 eff.) Spell save: +26 (+6 eff.) Mental save: +36 (+7 eff.) Confusion immunity: +19% Mindpower: +11 (+1 eff.) Amulets can have magical properties. |
In main hand | Adatta the Umbralady Adatta the UmbraladyRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 56 damage and reducing their armor Travel speed: +600% Damage (Ranged): +13 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +1 Physical power: +17 (+2 eff.) Changes stats: +7 Str / +2 Dex Changes resistances: +4% physical / +6% darkness / +5% all Changes resistances penetration: +8% nature Changes damage: +6% darkness / +12% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Physical save: +7 (+1 eff.) Maximum stamina: +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | rough leather belt 'Duathelbright' rough leather belt 'Duathelbright'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+2 eff.) Fatigue: -6% Changes stats: +5 Str / +2 Mag / +4 Wil / +5 Con Changes resistances: +6% darkness Changes damage: +9% darkness Grants telepathy: Humanoid/Orc Critical mult.: +7.00% Maximum encumbrance: +26 Physical save: +9 (+2 eff.) Spell save: +9 (+2 eff.) See invisible: +3 Size category: +2 A belt that goes around your waist. |
In off hand | dwarven-steel steamgun 'Blackraven' dwarven-steel steamgun 'Blackraven'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * 40% chance to inflict damage reduction * chills your foe dealing 55 damage and slowing them by one tenth of a turn Travel speed: +600% Burst (radius 2) on crit: +4 darkness Attacks use: 2.0 Steam When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +6 Str / +3 Wil Changes resistances: +3% darkness Changes resistances penetration: +17% physical Changes damage: +3% mind / +18% physical Critical mult.: +10.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Pressurizer (10 def, 0 armour) Pressurizer (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+1 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. |
Main armor | Starbait (14 def, 61 armour) Starbait (14 def, 61 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +61 Defense: +14 (+2 eff.) Fatigue: +17% Effects on melee hit: * Slows global speed by 15% * 40% chance to blind Damage when hit (Melee): 4 nature Changes stats: +10 Str / +8 Con Changes resistances: +44% acid / +37% cold Changes damage: +6% nature Allows you to breathe in: water Reduces incoming crit damage: 35.00% Physical save: +22 (+4 eff.) Life regen: +5.60 Stamina each turn: +2.20 Maximum life: +90.00 Light radius: +3 A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 237% / cooldown 62%) medical injector implant of the duelist (efficiency 237% / cooldown 62%)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 237% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 334% / cooldown 58%) medical injector implant of the sneak (efficiency 334% / cooldown 58%)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 334% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 433% / cooldown 74%) medical injector implant of the sneak (efficiency 433% / cooldown 74%)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 433% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 235% / cooldown 72%) medical injector implant of the titan (efficiency 235% / cooldown 72%)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 235% efficiency and cooldown mod of 72%. 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.. |
medical injector implant of the warrior (efficiency 274% / cooldown 59%) medical injector implant of the warrior (efficiency 274% / cooldown 59%)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 274% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 945 over 5 turns) regeneration infusion of the sneak (heal 945 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 945 life over 5 turns. Its effects scale with your Cunning 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. acid wave rune of the titan (529 acid damage; dur 5; apply 64)acid wave rune of the titan (529 acid damage; dur 5; apply 64) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 529.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 64. The surge of natural acids will remove one detrimental magical effect from you. 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune of the duelist (range 13)controlled phase door rune of the duelist (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Gloressra GloressraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +7 Defense: +8 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +12 Mag / +2 Wil Changes resistances cap: +5% all Changes damage: +7% acid / +8% physical / +8% cold / +7% fire / +7% lightning Physical save: +22 (+4 eff.) Mental save: +16 (+3 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Mindpower: +14 (+1 eff.) Mental crit. chance: +2% Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
copper amulet 'Layiwyn' copper amulet 'Layiwyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 mind / 12 blight Changes stats: +3 Wil Changes resistances: +9% mind / +3% blight Life regen: +1.40 Amulets can have magical properties. |
Squalorpunish the copper ring Squalorpunish the copper ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +5 Str / +7 Con Changes resistances penetration: +10% temporal Changes damage: +9% temporal Spell save: +11 (+2 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
copper ring 'Aerowe' copper ring 'Aerowe'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +3.0% Physical power: +9 (+1 eff.) Changes stats: +3 Dex / +3 Mag Reduces incoming crit damage: 10.00% Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. psionicist's copper ringpsionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite ringstralite ring 0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (21.5-32.25 power, 2 apr)steel battleaxe (21.5-32.25 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (34-51 power, 2 apr)steel battleaxe of massacre (34-51 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 34.0 - 51.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of massacre (59-88.5 power, 3 apr)stralite battleaxe of massacre (59-88.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger (11-14.3 power, 5 apr)balanced iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+1 eff.) Disarm immunity: +19% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite dagger (28.5-37.05 power, 9 apr)balanced stralite dagger (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+1 eff.) Disarm immunity: +25% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of erosion (38-49.4 power, 9 apr)balanced voratun dagger of erosion (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 nature / +13 temporal When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +8 (+1 eff.) Disarm immunity: +38% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun dagger (37.5-48.75 power, 9 apr)insidious voratun dagger (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 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +36 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatmaul of daylight (53-79.5 power, 3 apr)warbringer's stralite greatmaul of daylight (53-79.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +19 light Damage against: +23% Undead When wielded/worn: Physical power: +16 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +16% physical Disarm immunity: +39% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Breezesorrow the thorny mindstar (9.5-10.45 power, 24 apr, mind damage)Breezesorrow the thorny mindstar (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 9.5 - 10.5 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour On weapon crit: * wounds the target Damage (Melee): +20 physical / +10 bleed Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 20 acid Changes resistances: +37% acid / +20% physical / +17% cold / +13% fire / +3% nature / +13% lightning Changes resistances penetration: +13% acid / +5% nature Changes damage: +11% acid / +39% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Life regen: +2.40 Maximum life: +33.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +13% Infravision radius: +3 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. |
This item will automatically be transmogrified when you leave the level. Emeludhelle the thorny mindstar (8.5-9.35 power, 24 apr, mind damage)Emeludhelle the thorny mindstar (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. Base power: 8.5 - 9.4 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +4 mind / +11 bleed Burst (radius 2) on crit: +8 mind When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 7 lightning / 7 physical / 7 fire / 7 acid / 5 cold Changes stats: +2 Str / +3 Mag / +2 Wil Changes resistances: +7% lightning / +7% physical / +37% light / +7% fire / +7% cold / +34% mind / +9% acid Changes damage: +10% physical Grants telepathy: Humanoid/Orc Mental save: +7 (+1 eff.) Maximum psi: +24.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +17% Infravision radius: +4 See stealth: +26 See invisible: +34 Heals friendly targets nearby when you use a nature summon: +40 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. |
This item will automatically be transmogrified when you leave the level. Wolf Moon (30-33 power, 40 apr, nature damage)Wolf Moon (30-33 power, 40 apr, nature damage) Requires: - Cunning 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 30.0 - 33.0 Uses stats: 50% Wil, 50% Mag, 60% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% darkness When wielded/worn: Changes stats: +9 Cun Changes resistances: +25% light / +25% darkness Talent masteries: +0.20 Wild-curse / Wolf aspect +0.20 Celestial / Hymns Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Infravision radius: +5 Talent on hit(nature): Moonlight Ray (10% chance level 5). This mindstar reminds you of the colour of a rising moon, or a wolf's eyes. Touching it makes you want to howl to the moon. |
This item will automatically be transmogrified when you leave the level. blooming pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage)blooming pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+1 eff.) Equilibrium when hit: +1.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +50 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. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)gifted pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +16 (+2 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)gifted pulsing mindstar (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +14 (+1 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. living mindstar 'Urthibar' (17-18.7 power, 40 apr, mind damage)living mindstar 'Urthibar' (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +16.0% Attack speed: 100% Damage (Melee): +20 temporal / +19 nature slow When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 18 lightning / 20 physical / 10 darkness / 20 acid / 20 fire / 10 mind / 19 cold Changes stats: +7 Cun Changes resistances: +18% lightning / +13% physical / +3% light / +3% temporal / +17% cold / +16% fire / +6% mind / +19% acid Changes damage: +10% acid / +12% temporal / +8% darkness / +12% nature / +10% mind Critical mult.: +12.00% Spell save: +20 (+5 eff.) Disarm immunity: +25% Pinning immunity: +5% Equilibrium when hit: +2.40 Maximum vim: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +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. |
Arcspar (47-56.4 power, 6 apr, lightning element) Arcspar (47-56.4 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 47.0 - 56.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +14 physical Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +14.0% Changes resistances: +9% blight Changes resistances penetration: +10% lightning Changes damage: +36% lightning / +3% blight Talent granted: +1 Command Staff Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +32 (+4 eff.) Spell crit. chance: +31% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Dairudar the Brandrune (17-20.4 power, 2 apr, lightning element)Dairudar the Brandrune (17-20.4 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 17.0 - 20.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 fire / +8 physical Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Armour: +8 Armour Hardiness: +8% Changes stats: +7 Mag / +4 Wil / +1 Cun Changes damage: +10% lightning Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Physical save: +8 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +30.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +1% Light radius: +1 See invisible: +3 It can be used to conjure elemental energy in a radius 2 cone, dealing 210.74 to 252.89 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel ash vilestaff (15-18 power, 3 apr, acid element)cruel ash vilestaff (15-18 power, 3 apr, acid element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone starstaff (30-36 power, 6 apr, temporal element)cruel dragonbone starstaff (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood vilestaff (25-30 power, 5 apr, fire element)cruel elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging elven-wood magestaff (25-30 power, 5 apr, fire element)surging elven-wood magestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, arcane element)yew magestaff of illumination (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 12% chance to blind Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 254.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (20-24 power, 4 apr, arcane element)yew magestaff of illumination (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +9 (+1 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 254.84 light damage. Staves designed for wielders of magic, by the greats of the art. |
Guda GudaRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Cun Changes resistances penetration: +18% physical Changes damage: +6% mind Hate when firing a critical mind attack: +2.00 Light radius: +3 Damage Shield penetration: +16% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Gliriwen' dwarven-steel steamgun 'Gliriwen'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +11 acid / +17 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% fire / +9% temporal / +6% cold Changes resistances penetration: +8% fire Changes damage: +14% acid / +14% physical / +12% temporal Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Poison immunity: +20% Disease immunity: +5% Infravision radius: +2 Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of power iron steamgun of powerRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of true shot iron steamgun of true shotRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. mighty steel steamgun of cunning (+4)mighty steel steamgun of cunning (+4) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Cun / +3 Str Changes resistances penetration: +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty voratun steamgun of cunning (+6) mighty voratun steamgun of cunning (+6)Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Cun / +5 Str Changes resistances penetration: +15% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown iron steamgun overgrown iron steamgunRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Life regen: +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. strafer's iron steamgun of powerstrafer's iron steamgun of power Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Changes resistances penetration: +10% physical Changes damage: +10% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Elorawe' voratun steamgun 'Elorawe'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +24 (+6 eff.) Physical crit. chance: +21.0% Changes stats: +5 Dex / +5 Mag / +1 Wil / +5 Cun Changes resistances penetration: +5% acid Changes damage: +10% arcane / +6% acid Spellpower: +12 (+2 eff.) Infravision radius: +2 See invisible: +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Iviyalaith the voratun steamsaw (40-60 power, 25 apr)Iviyalaith the voratun steamsaw (40-60 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: 40.0 - 60.0 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: +99 Damage (Melee): +19 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +1 Con Changes resistances: +30% lightning Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +3 Block Stamina each turn: +1.00 Only die when reaching: -60.00 life Healing mod.: +15% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. 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! |
This item will automatically be transmogrified when you leave the level. Dairydorion the voratun waraxe (55-77 power, 6 apr)Dairydorion the voratun waraxe (55-77 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +50 insidious poison Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Physical power: +14 (+2 eff.) Changes stats: +6 Con Changes resistances: +6% acid Changes resistances penetration: +13% physical / +25% mind / +27% darkness Critical mult.: +19.00% Mental save: +20 (+4 eff.) Poison immunity: +5% Disarm immunity: +31% Knockback immunity: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Flarepierce (38.5-53.9 power, 6 apr)Flarepierce (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +60 insidious poison / +20 darkness Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 fire Damage against: +14% Living When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Damage when hit (Melee): 12 arcane Changes resistances: +6% fire Changes resistances penetration: +15% arcane Changes damage: +6% fire Critical mult.: +20.00% One-handed war axes. |
Relgadutar the rough leather belt Relgadutar the rough leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Str / +4 Dex / +4 Cun / +1 Con / +6 Lck Changes resistances: +1% physical Changes damage: +3% physical Trap disarming bonus: +8 Stealth bonus: +6 Mental save: +7 (+1 eff.) Stamina each turn: +0.60 Spellpower: +3 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +8 (+1 eff.) Stealth bonus: +5 Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating rough leather belt of the giantsinsulating rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +7% fire / +7% cold Spell save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Glimmerworm the linen cloak (1 def, 6 armour) Glimmerworm the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% cold Changes resistances penetration: +25% light Changes damage: +6% light / +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of Iron Throne (13 def, 0 armour)enveloping cashmere cloak of Iron Throne (13 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+2 eff.) Changes stats: +3 Str / +2 Con Physical save: +11 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe of corrosion (+19%) (2 def, 0 armour)cashmere robe of corrosion (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% acid Changes damage: +13% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe of frost (+16%) (0 def, 0 armour)mindwoven linen robe of frost (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold Mental save: +18 (+3 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of nature (+21%) (0 def, 0 armour)mindwoven woollen robe of nature (+21%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% nature Changes damage: +14% nature Mental save: +17 (+3 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of protection (7 def, 4 armour)silk robe of protection (7 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+1 eff.) Physical save: +24 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe (2 def, 0 armour)verdant cashmere robe (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Con Changes damage: +12% nature Poison immunity: +33% Disease immunity: +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Sunlore' (0 def, 1 armour) pair of rough leather boots 'Sunlore' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% physical Critical mult.: +6.00% Physical save: +6 (+1 eff.) Life regen: +1.80 Stamina each turn: +0.40 Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +21.00 Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of rough leather boots of uncanny dodging (4 def, 1 armour)stealthy pair of rough leather boots of uncanny dodging (4 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +7 Lck / +4 Dex Stealth bonus: +7 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of dwarven-steel boots (0 def, 4 armour)traveler's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Maximum encumbrance: +33 Physical save: +8 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duriran the Blazebreak (0 def, 1 armour) Duriran the Blazebreak (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 blight / 5 temporal Damage (Ranged): 6 temporal Changes resistances: +9% blight / +6% temporal / +15% fire Changes resistances penetration: +15% fire Changes damage: +4% blight / +4% temporal When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 1). On weapon hit: * 6% chance to gain 10% of a turn Damage (Melee): +8 blight Burst (radius 2) on crit: +5 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Shimmerwar the rough leather gloves (0 def, 7 armour) Shimmerwar the rough leather gloves (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 40% chance to corrode armour Damage (Melee): 7 acid / 7 physical Changes stats: +3 Str / +3 Dex / +3 Cun / +2 Con Changes resistances: +6% acid / +9% lightning Changes resistances penetration: +5% acid Changes damage: +4% acid / +4% physical Talent cooldown: Double Strike (-1 turn) Physical save: +21 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +4 (+0 eff.) Disarm immunity: +25% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 1). On weapon hit: * 40% chance to corrode armour Damage (Melee): +6 physical Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 acid / +6 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanithra the iron gauntlets (0 def, 1 armour) Xanithra the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 5 arcane Changes stats: +5 Str / +4 Mag / +7 Wil / +2 Con Changes resistances: +4% arcane When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 26.4 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 9 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Changes stats: +4 Dex When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. polar drakeskin leather gloves (0 def, 3 armour)polar drakeskin leather gloves (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes resistances: +10% cold Changes damage: +11% cold When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). Burst (radius 2) on crit: +10 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of magic (+2) (0 def, 1 armour) polar rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Mag Changes resistances: +5% cold Changes damage: +3% arcane / +3% cold When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane / +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. insulating rough leather hat (0 def, 1 armour)insulating rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% fire / +7% cold A hat made of leather. Very stylish. |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A hat made of leather. Very stylish. |
rough leather hat 'Blazeborn' (0 def, 1 armour) rough leather hat 'Blazeborn' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to blind Changes stats: +4 Con / +3 Wil Changes resistances: +12% blight / +3% light Changes damage: +3% light Mental save: +7 (+1 eff.) A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Demonsin (4 def, 17 armour)Demonsin (4 def, 17 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+0 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict damage reduction Damage when hit (Melee): 18 physical Changes stats: +6 Str / +6 Con Changes resistances: +9% arcane / +53% cold / +9% nature / +3% fire Changes resistances penetration: +10% darkness / +10% fire Changes damage: +3% fire / +9% darkness / +3% nature Physical save: +13 (+2 eff.) Spell save: +18 (+4 eff.) Maximum life: +58.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Shockjeer (2 def, 9 armour)Shockjeer (2 def, 9 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 nature / 4 lightning Changes stats: +4 Cun / +5 Wil Changes resistances: +9% acid / +9% cold / +15% lightning Changes resistances penetration: +10% nature Changes damage: +3% nature / +12% lightning Allows you to breathe in: water Mental save: +16 (+3 eff.) Life regen: +9.50 Stamina each turn: +0.90 Maximum life: +174.00 Healing mod.: +47% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of fire resistance (5 def, 26 armour)impenetrable voratun mail armour of fire resistance (5 def, 26 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +24% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Armezilathad the drakeskin leather armour (20 def, 18 armour)Armezilathad the drakeskin leather armour (20 def, 18 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +18 Defense: +20 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 12 arcane Changes stats: +6 Cun / +2 Wil Changes resistances penetration: +5% blight Critical mult.: +17.00% Spell save: +10 (+2 eff.) Mental save: +25 (+5 eff.) Life regen: +3.80 Vim when firing critical spell: +5.00 Maximum life: +100.00 Spell crit. chance: +3% Healing mod.: +30% A suit of armour made of leather. |
Gedatira the rough leather armour (6 def, 2 armour) Gedatira the rough leather armour (6 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +6% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Changes resistances: +12% lightning / +12% cold / +6% mind / +6% blight Changes resistances penetration: +5% mind Mental save: +13 (+2 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +2 (+0 eff.) A suit of armour made of leather. |
Muckviper the drakeskin leather armour (5 def, 8 armour) Muckviper the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +8 Cun / +7 Wil Changes resistances: +26% cold / +27% fire Changes resistances penetration: +25% mind Changes damage: +21% nature Reduces incoming crit damage: 0.00% Mental save: +24 (+4 eff.) Life regen: +6.30 Stamina each turn: +1.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of clarity (5 def, 8 armour)drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +9% mind Mental save: +19 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of cold resistance (5 def, 8 armour)drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +23% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour 'Earynarisin' (3 def, 6 armour)hardened leather armour 'Earynarisin' (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 8 acid Damage (Ranged): 8 acid Damage when hit (Melee): 10 acid / 15 physical / 10 light / 8 blight / 8 fire / 10 lightning / 10 cold Changes stats: +1 Mag / +7 Wil Changes resistances: +27% acid / +17% darkness / +9% fire / +20% blight / +33% cold / +18% nature / +34% lightning Changes damage: +6% temporal Critical mult.: +5.00% Spell save: +10 (+2 eff.) Maximum vim: +20.00 Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (3 def, 6 armour)hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes resistances: +19% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (3 def, 6 armour)rejuvenating hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Life regen: +5.60 Stamina each turn: +1.40 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating rough leather armour (1 def, 2 armour)rejuvenating rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +3.20 Stamina each turn: +0.80 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Gadonik the iron plate armour (3 def, 7 armour) Gadonik the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Effects on melee hit: * 10% chance to gain 10% of a turn * 30% chance to corrode armour Changes resistances: +32% cold Changes resistances penetration: +5% temporal Changes damage: +9% acid A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Nightrune the voratun plate armour (9 def, 25 armour)Nightrune the voratun plate armour (9 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 8 physical / 12 light / 8 darkness Changes stats: +3 Dex / +6 Wil / +1 Con Changes resistances: +13% acid / +13% physical / +29% darkness / +30% blight / +13% cold / +9% lightning / +42% fire Changes damage: +9% fire Physical save: +20 (+3 eff.) Life regen: +0.60 Stamina each turn: +0.20 Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Shadowcut the voratun plate armour (24 def, 36 armour)Shadowcut the voratun plate armour (24 def, 36 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +24 (+4 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature / 20 darkness Changes stats: +5 Cun Changes resistances: +30% lightning / +20% light / +26% acid / +10% mind / +38% darkness Changes damage: +12% darkness Physical save: +15 (+3 eff.) Mental save: +50 (+10 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked stralite plate armour of temporal resistance (7 def, 13 armour)spiked stralite plate armour of temporal resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 16 physical Changes resistances: +27% temporal A suit of armour made of metal plates. |
Radiancelord the stralite shield (10 def, 2 armour, 131 block) Radiancelord the stralite shield (10 def, 2 armour, 131 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to blind Damage (Melee): 6 cold Effects when hit in melee: * 18% chance to daze Damage when hit (Melee): 18 ice / 18 temporal / 18 nature / 16 lightning Changes stats: +5 Dex Changes resistances: +18% lightning / +18% temporal / +20% light / +17% blight / +54% fire / +18% nature / +13% darkness Changes resistances penetration: +10% light Changes damage: +15% fire Talent granted: +4 Block Maximum life: +68.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (759) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of reflection (6 def, 2 armour, 42.5 block)steel shield of reflection (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +13% light / +13% darkness Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of erosion (23/23, 52.5-73.5 power, 18 apr)barbed quiver of dragonbone arrows of erosion (23/23, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon crit: * wounds the target Damage (Ranged): +16 bleed / +19 nature / +14 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. insidious quiver of elm arrows (17/17, 14-19.6 power, 5 apr)insidious quiver of elm arrows (17/17, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Damage (Ranged): +20 insidious poison Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows of erosion (18/18, 14.5-20.3 power, 5 apr)quiver of elm arrows of erosion (18/18, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 18 Damage (Ranged): +6 nature / +7 temporal Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1242 alchemist agate 1242 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 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. |
2 opal 2 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Churegorion the brass lantern Churegorion the brass lanternPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% darkness Changes damage: +6% light Damage affinity(heal): +5% light Critical mult.: +10.00% Mental save: +6 (+1 eff.) Equilibrium when hit: +0.12 Light radius: +4 See stealth: +8 See invisible: +7 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 189.56 light damage within radius 3. The damage done will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet 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. |
2 ruby 2 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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 114 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. |
simple frost salve [power 18] simple frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
simple healing salve [power 208] simple healing salve [power 208]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 100% efficiency and 100% cooldown modifier. It can be used to heal 208, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Camekath the pouch of iron shots (30/30, 16.5-19.8 power, 1 apr) Camekath the pouch of iron shots (30/30, 16.5-19.8 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 30 On weapon crit: * wounds the target Damage (Ranged): +8 temporal / +6 bleed Burst (radius 1) on hit: +12 mind / +4 temporal Burst (radius 2) on crit: +4 mind When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Glorulenor the Brandwell (19/19, 52.5-63 power, 6 apr) Glorulenor the Brandwell (19/19, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target Damage (Ranged): +13 physical / +4 fire / +19 temporal / +20 bleed Burst (radius 1) on hit: +4 blight / +8 fire Burst (radius 2) on crit: +4 blight / +4 fire Shots are used with slings to pummel your foes to death. |
Oozewreck the pouch of iron shots (13/13, 12-14.4 power, 1 apr) Oozewreck the pouch of iron shots (13/13, 12-14.4 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 1 Base power: 12.0 - 14.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 13 On weapon hit: * Slows global speed by 40% Damage (Ranged): +8 blight / +4 nature / +7 darkness Burst (radius 1) on hit: +4 nature Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 17-20.4 power, 7 apr) Scattermind (20/20, 17-20.4 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 17.0 - 20.4 Uses stats: 30% Wil, 60% Cun, 50% Mag, 60% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Swordshatter Shots (20/20, 20-24 power, 15 apr) Swordshatter Shots (20/20, 20-24 power, 15 apr)Requires: - Dexterity 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
This item will automatically be transmogrified when you leave the level. deadly pouch of iron shots (19/19, 20.5-24.6 power, 1 apr)deadly pouch of iron shots (19/19, 20.5-24.6 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.5 - 24.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Sootpierce' (19/19, 43-51.6 power, 3 apr) pouch of dwarven-steel shots 'Sootpierce' (19/19, 43-51.6 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +13.0% Capacity: 19 On weapon hit: * 20% chance to inflict damage reduction * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +13 temporal / +11 darkness / +13 mind / +10 nature Burst (radius 2) on crit: +16 darkness / +4 mind Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 15.5-18.6 power, 1 apr) pouch of iron shots (18/18, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. thought-forged pouch of stralite shots (20/20, 44.5-53.4 power, 5 apr)thought-forged pouch of stralite shots (20/20, 44.5-53.4 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 30% chance to cause random gloom Damage (Ranged): +17 mind Shots are used with slings to pummel your foes to death. |
Neroddahir the Gloomkiller [power 23] (12 cooldown) Neroddahir the Gloomkiller [power 23] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 12 blight Changes stats: +1 Wil Maximum wards: +3 physical / +3 mind / +3 darkness Changes damage: +9% arcane Talent granted: +2 Ward Spell save: +25 (+6 eff.) Spellpower: +4 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. dragonbone totem of cure ailments 'Beluran' [power 2] (5 cooldown)dragonbone totem of cure ailments 'Beluran' [power 2] (5 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 blight Changes stats: +2 Str / +2 Dex / +2 Wil Changes resistances: +3% acid / +6% nature Maximum wards: +5 acid / +4 nature / +5 light Talents granted: +1 Ward +9 Rushing Claws Poison immunity: +10% Damage Shield penetration: +20% It can be used to remove up to 2 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. supercharged elm totem of thorny skin [power 24] (15 cooldown)supercharged elm totem of thorny skin [power 24] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 24 and armour hardiness by 30%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. elm wand of clairvoyance 'Pitcharc' [power 9] (4 cooldown)elm wand of clairvoyance 'Pitcharc' [power 9] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +5% darkness / +10% fire Changes damage: +3% darkness / +18% fire Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Void Blast +6 Volcano It can be used to reveal the area around you, dispelling darkness (radius 9, power 82 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 200% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
2 zircon 2 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. |
Achievements
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 32
2nd Mirth 122nd year of Ascendancy at 22:10 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 50
3rd Flare 122nd year of Ascendancy at 04:18 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 28
1st Mirth 122nd year of Ascendancy at 20:19 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 42
4th Mirth 122nd year of Ascendancy at 08:09 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 10
77th Pyre 122nd year of Ascendancy at 10:12 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 20
1st Mirth 122nd year of Ascendancy at 10:23 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 30
1st Mirth 122nd year of Ascendancy at 21:42 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 40
3rd Mirth 122nd year of Ascendancy at 23:00 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 50
3rd Flare 122nd year of Ascendancy at 03:51 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 52
3rd Flare 122nd year of Ascendancy at 10:03 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 30
2nd Mirth 122nd year of Ascendancy at 03:07 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 26
1st Mirth 122nd year of Ascendancy at 15:31 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 31
2nd Mirth 122nd year of Ascendancy at 14:31 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 42
7th Mirth 122nd year of Ascendancy at 16:53 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 20
1st Mirth 122nd year of Ascendancy at 10:23 see stats
By tetzsr the Maj'Eyal Whitehoof Chrono Ranger level 12
77th Pyre 122nd year of Ascendancy at 16:42 see stats
Log
Tetzsr picks up ( .): hardened leather armour 'Earynarisin' (3 def, 6 armour).
Tetzsr picks up ( .): turquoise.
Tetzsr picks up (Q.): strafer's iron steamgun of power.
Tetzsr picks up (O.): mighty steel steamgun of cunning (+4).
Tetzsr picks up ( .): deadly pouch of iron shots (19/19, 20.5-24.6 power, 1 apr).
Tetzsr picks up (Y.): insulating rough leather belt of the giants.
Tetzsr picks up ( .): insulating rough leather hat (0 def, 1 armour).
Tetzsr picks up (1.): enveloping cashmere cloak of Iron Throne (13 def, 0 armour).
Tetzsr picks up ( .): hardened leather armour of lightning resistance (3 def, 6 armour).
Tetzsr picks up (q.): balanced stralite dagger (28.5-37.05 power, 9 apr).
Tetzsr picks up (q.): balanced iron dagger (11-14.3 power, 5 apr).
One of the wall shakes for a moment and then turns into Poison ooze!
Tetzsr picks up ( .): elm wand of clairvoyance 'Pitcharc' [power 9] (4 cooldown).
Tetzsr picks up (h.): controlled phase door rune of the duelist (range 13).
Tetzsr picks up ( .): impenetrable voratun mail armour of fire resistance (5 def, 26 armour).
Tetzsr picks up (q.): steel battleaxe of massacre (34-51 power, 2 apr).
Tetzsr uses Create Tinker.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (poison ooze - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (poison ooze - offscreen)).
Tetzsr activates Chant of Resistance.
Tetzsr deactivates Chant of Resistance.
Tetzsr is no longer surging arcane power.
Tetzsr deactivates Mental Tyranny.
Tetzsr deactivates Evasive Shots.