Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.4.8Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. Slow Tweak 1.4.9 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:
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:
Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 38 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Lady Nashva the Streambender at level 6 on the 2nd Mirth 122nd year of Ascendancy at 00:14 0 / 9Killed by Adybeth the shivgoroth at level 17 on the 15th Dusk 122nd year of Ascendancy at 15:43 Killed by Xerorin the treant at level 29 on the 15th Haze 122nd year of Ascendancy at 06:08 Killed by Giwe the luminous horror at level 34 on the 21st Haze 122nd year of Ascendancy at 04:49 Killed by Nerebrewen the temporal stalker at level 36 on the 23rd Haze 122nd year of Ascendancy at 21:13 Killed by skeleton mage at level 38 on the 25th Haze 122nd year of Ascendancy at 18:59 Killed by Adawyn the assassin at level 38 on the 25th Haze 122nd year of Ascendancy at 21:51 Killed by Emutira the void horror at level 38 on the 26th Haze 122nd year of Ascendancy at 00:57 Killed by Emutira the void horror at level 38 on the 26th Haze 122nd year of Ascendancy at 01:01 |
Primary Stats
| Strength | 34 (base 17) |
| Dexterity | 76 (base 53) |
| Constitution | 33 (base 12) |
| Magic | 65 (base 60) |
| Willpower | 43 (base 28) |
| Cunning | 88 (base 60) |
Resources
| Mana | 487/487 |
| Psi | 123/123 |
| Life | -104/845 |
| Stamina | 352/352 |
| Paradox | 334 |
| Healing Factor | 1.38 |
| Regeneration | 10.971 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 21 |
| Infravision | 7 |
| See Stealth | 70.815215774785 |
| See Invisible | 70.815215774785 |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 81 |
| Crit Chance | 49% |
| APR | 30 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 24% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +8% |
Defense: Base
| Armour (hardiness) | 62.82 (100%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 34 |
| Mental Save | 43 |
Defense: Resistances
| All | -13%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 52% |
| Poison Resistance | 10% |
| Disarm Resistance | 100% |
| Teleport Resistance | 100% |
| Silence Resistance | 32% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Munitions | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Skate |
| talent | Beyond the Flesh |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Displacing 27% of all damage on to a random enemy. Webs of Fate |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| detrimental effect | The target has been splashed with acid, taking 8.10 acid damage per turn, reducing armour by 8 and attack by 8. Acid Splash |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target's defense and saves have been increased by 12. 6 Spin |
| beneficial effect | The target's accuracy and power have been increased by 12. 6 Fateweaver |
| beneficial effect | The target has a 113% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost anorithil from death by Ozseces. Escort: lost anorithil (level 2 of Norgos Lair) | failed |
You failed to protect the lost anorithil from death by Aerygawyn the bee swarm. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Ivymidhetira the midge swarm. Escort: repented thief (level 4 of Old Forest) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Xewen XewenRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * chills your foe dealing 31 damage and slowing them by one tenth of a turn Burst (radius 1) on hit: +0 20% chance of physical repulsion Burst (radius 2) on crit: +2 physical When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +6 (+1 eff.) Changes resistances penetration: +24% physical / +9% temporal Changes damage: +27% physical / +14% temporal Talents cooldown: Steady Shot (-1 turn) Arrow Stitching (-1 turn) Critical mult.: +10.00% Maximum encumbrance: +30 Physical save: +3 (+1 eff.) Longbows are used to shoot arrows at your foes. |
| Quiver | quiver of yew arrows 'Deepsonslaught' (31/52, 160% power, 20 apr) quiver of yew arrows 'Deepsonslaught' (31/52, 160% power, 20 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 160% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +17.0% Capacity: 52 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to gain 10% of a turn On weapon crit: * cripple the target Travel speed: +200% Burst (radius 1) on hit: +4 darkness / +8 temporal Burst (radius 2) on crit: +8 darkness When wielded/worn: Arrows are used with bows to pierce your foes to death. |
| Light source | Mardyhek the Shimmerspawn Mardyhek the ShimmerspawnPowered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 15% chance to blind * 40% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +3 Con / +5 Mag Changes resistances: +8% blight Changes resistances penetration: +5% lightning / +8% all Changes damage: +3% lightning Life regen: +2.00 Spellpower: +7 (+2 eff.) Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dazzleglean (0 def, 4 armour) Dazzleglean (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +13 (+2 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to blind Changes stats: +15 Str / +6 Dex / +5 Wil / +4 Con Changes resistances: +3% light / +10% physical Changes resistances penetration: +5% mind Changes damage: +9% mind Physical save: +8 (+3 eff.) Light radius: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Relgorim the Goregash (9 def, 5 armour) Relgorim the Goregash (9 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 40% * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +3 Str / +7 Con Changes damage: +6% nature / +6% physical Stealth bonus: +0 Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Stamina each turn: +0.90 Maximum stamina: +40.00 Light radius: +2 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | dwarven-steel pickaxe 'Radiancetorrent' (dig speed 10 turns) dwarven-steel pickaxe 'Radiancetorrent' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Changes stats: +2 Str Changes resistances: +7% physical / +9% mind / +6% nature Changes damage: +9% light Mental save: +9 (+3 eff.) Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Korasta the stralite ring Korasta the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +4 (+0 eff.) Changes stats: +8 Dex / +6 Cun / +3 Con Changes resistances penetration: +5% physical Maximum encumbrance: +20 Stun/Freeze immunity: +41% Life regen: +4.50 Only die when reaching: -40.00 life Maximum life: +118.00 Healing mod.: +19% Rings can have magical properties. |
| On fingers | Islinn IslinnInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Effects on melee hit: * 15% chance to corrode armour * 13% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Damage when hit (Melee): 4 physical Changes stats: +4 Cun / +4 Dex Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +9% acid Life regen: +0.70 Hate when firing a critical mind attack: +2.00 Only die when reaching: -60.00 life Maximum life: +56.00 Maximum hate: +7.00 Healing mod.: +19% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| Around neck | Borekalthoroddabers the steel amulet Borekalthoroddabers the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 8 temporal Changes stats: +4 Dex / +9 Cun / +5 Con Changes resistances penetration: +5% temporal Changes damage: +6% physical Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Curesweeper CuresweeperRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 20% * injects a simple virus dealing 87 blight damage on hit and lowering the victims highest stat Burst (radius 1) on hit: +2 temporal When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +15% darkness Changes damage: +16% physical / +9% temporal Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Talent granted: +5 Iron Grip Disarm immunity: +140% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Around waist | hardened leather belt 'Uradendil' hardened leather belt 'Uradendil'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +22 Defense: +8 (+4 eff.) Fatigue: -16% Changes resistances penetration: +13% physical Changes damage: +13% physical Maximum encumbrance: +40 Physical save: +16 (+6 eff.) Poison immunity: +10% Silence immunity: +15% Knockback immunity: +10% Teleport immunity: +25% It can be used to create a temporary shield that absorbs 266 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
| Cloak | Belolrana the Toxinquake (2 def, 0 armour) Belolrana the Toxinquake (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Dex / +4 Wil / +5 Cun Changes resistances: +6% blight / +3% nature / +5% arcane / +30% lightning Stun/Freeze immunity: +50% Maximum life: +59.00 Maximum stamina: +19.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Oozetooth the steel mail armour (2 def, 12 armour) Oozetooth the steel mail armour (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +15% Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn Damage when hit (Melee): 10 physical Changes resistances: +17% lightning / +5% cold / +3% nature / +5% acid Changes damage: +9% temporal Allows you to breathe in: water A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 125% / cooldown 54%) medical injector implant (efficiency 125% / cooldown 54%)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 125% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 198% / cooldown 94%) medical injector implant of the duelist (efficiency 198% / cooldown 94%)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 198% efficiency and cooldown mod of 94%. 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 duelist (efficiency 163% / cooldown 68%) medical injector implant of the duelist (efficiency 163% / cooldown 68%)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 163% efficiency and cooldown mod of 68%. 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 psychic (efficiency 123% / cooldown 73%) medical injector implant of the psychic (efficiency 123% / cooldown 73%)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 123% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 155% / cooldown 90%) medical injector implant of the psychic (efficiency 155% / cooldown 90%)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 155% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 178% / cooldown 77%) medical injector implant of the sneak (efficiency 178% / cooldown 77%)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 178% efficiency and cooldown mod of 77%. 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 120% / cooldown 83%) medical injector implant of the titan (efficiency 120% / cooldown 83%)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 120% efficiency and cooldown mod of 83%. 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 114% / cooldown 77%) medical injector implant of the warrior (efficiency 114% / cooldown 77%)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 114% efficiency and cooldown mod of 77%. 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.. |
medical injector implant of the warrior (efficiency 200% / cooldown 63%) medical injector implant of the warrior (efficiency 200% / cooldown 63%)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 200% efficiency and cooldown mod of 63%. 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.. |
This item will automatically be transmogrified when you leave the level. medical injector implant of the warrior (efficiency 147% / cooldown 61%)medical injector implant of the warrior (efficiency 147% / cooldown 61%) 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 147% efficiency and cooldown mod of 61%. 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.. |
medical injector implant of the wizard (efficiency 161% / cooldown 83%) medical injector implant of the wizard (efficiency 161% / cooldown 83%)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 161% efficiency and cooldown mod of 83%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 175% / cooldown 92%) medical injector implant of the wizard (efficiency 175% / cooldown 92%)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 175% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10) steam generator implant of the sneak (steam 10)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 12) steam generator implant of the sneak (steam 12)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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. steam generator implant of the wizard (steam 11)steam generator implant of the wizard (steam 11) 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: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 58)healing infusion (heal 58) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 58 and cleanse 1 wound and poison effect. 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. |
healing infusion of the duelist (heal 217) healing infusion of the duelist (heal 217)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 202) healing infusion of the duelist (heal 202)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 106) healing infusion of the titan (heal 106)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 and cleanse 1 wound and poison effect. Its effects scale with your Constitution 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. |
healing infusion of the wizard (heal 189) healing infusion of the wizard (heal 189)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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. healing infusion of the wizard (heal 186)healing infusion of the wizard (heal 186) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 and cleanse 1 wound and poison effect. Its effects scale with your Magic 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. |
heroism infusion of the warrior (+11 for 9 turns, die at -412) heroism infusion of the warrior (+11 for 9 turns, die at -412)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -412 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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. insidious poison infusion (25 nature damage, 49% healing reduction)insidious poison infusion (25 nature damage, 49% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 24.53 nature damage per turn for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. insidious poison infusion (18 nature damage, 34% healing reduction)insidious poison infusion (18 nature damage, 34% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 18.32 nature damage per turn for 7 turns, and reducing the target's healing received by 34%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. insidious poison infusion of the sneak (45 nature damage, 25% healing reduction)insidious poison infusion of the sneak (45 nature damage, 25% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 45.43 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
movement infusion of the duelist (669% speed; 6 turns) movement infusion of the duelist (669% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (795% speed; 6 turns) movement infusion of the sneak (795% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 795% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (533% speed; 4 turns) movement infusion of the wizard (533% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. regeneration infusion (heal 290 over 5 turns)regeneration infusion (heal 290 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. 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. |
regeneration infusion of the duelist (heal 333 over 5 turns) regeneration infusion of the duelist (heal 333 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 497 over 5 turns) regeneration infusion of the duelist (heal 497 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 441 over 5 turns) regeneration infusion of the duelist (heal 441 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the warrior (heal 314 over 5 turns)regeneration infusion of the warrior (heal 314 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Strength 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. |
regeneration infusion of the wizard (heal 465 over 5 turns) regeneration infusion of the wizard (heal 465 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. Its effects scale with your Magic 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. sun infusion of the titan (rad 9; power 40; turns 3; dispells darkness)sun infusion of the titan (rad 9; power 40; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 40) for 3 turns. Its effects scale with your Constitution 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. wild infusion of the duelist (resist 31%; cure magical)wild infusion of the duelist (resist 31%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the warrior (157 acid damage; dur 5; apply 41)acid wave rune of the warrior (157 acid damage; dur 5; apply 41) 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: 12 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 156.74 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 41. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (57 cold damage; 20 apply power)biting gale rune (57 cold damage; 20 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 57.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the warrior (90 cold damage; 40 apply power)biting gale rune of the warrior (90 cold damage; 40 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 89.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 40. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune of the sneak (316 fire damage)heat beam rune of the sneak (316 fire damage) 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: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 316.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning 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 of the duelist (range 13; power 44; dur 4) phase door rune of the duelist (range 13; power 44; dur 4)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 (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. 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. |
shielding rune of the duelist (absorb 371 for 6 turns) shielding rune of the duelist (absorb 371 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 371 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Flare Shellschematic: Flare Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Frost Salveschematic: Frost Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Hand Cannonschematic: Hand Cannon Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Magnetic Shellschematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Pain Suppressor Salveschematic: Pain Suppressor Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. 3 schematic: Rustproof Coating3 schematic: Rustproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Shocking Touchschematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Solid Shellschematic: Solid Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Aryra the Murkstreak Aryra the MurkstreakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 blight Changes resistances: +10% temporal / +14% light / +15% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness Blindness immunity: +25% Pinning immunity: +20% Knockback immunity: +20% Life regen: +1.20 Amulets can have magical properties. |
Belosasus the steel amulet Belosasus the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +1 Cun / +3 Con Critical mult.: +5.00% Blindness immunity: +10% Mental crit. chance: +3% Infravision radius: +5 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
Benarihell the Darkstrike Benarihell the DarkstrikeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +9 Wil Changes resistances: +6% physical Changes resistances penetration: +10% acid Changes damage: +9% acid / +3% darkness Stamina each turn: +0.30 Amulets can have magical properties. |
Blazetreason BlazetreasonInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +4 Con Changes resistances: +6% mind / +3% lightning Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Chondil the stralite amuletChondil the stralite amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +7 Cun / +7 Con Changes resistances: +9% cold / +16% light / +17% darkness Blindness immunity: +44% Poison immunity: +10% Cut immunity: +70% Confusion immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +20% Life regen: +1.20 Stamina each turn: +0.70 Movement speed: +10% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 297 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Duvudunarek the steel amulet Duvudunarek the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Lck / +4 Dex Changes resistances: +9% acid / +11% temporal Changes resistances penetration: +10% acid Pinning immunity: +23% Knockback immunity: +28% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Eilinetira the Nimbuswasp Eilinetira the NimbuswaspInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +4 Cun Changes resistances: +3% lightning / +12% fire Changes resistances penetration: +10% fire Changes damage: +6% lightning / +5% physical Talent mastery: +0.26 Chronomancy / Bow Threading Combat speed: +10% Amulets can have magical properties. |
Glodhera the Glowwrack Glodhera the GlowwrackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +5% darkness Changes damage: +12% light / +3% darkness Physical save: +14 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+5 eff.) Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 199 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Gloritha the Breezejam Gloritha the BreezejamPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Con / +1 Wil Changes resistances: +6% nature Changes resistances cap: +5% all Changes damage: +8% blight / +8% fire Critical mult.: +17.00% Physical save: +15 (+5 eff.) Equilibrium when hit: +0.08 Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
Strikespitter the steel amulet Strikespitter the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +3 Str / +2 Wil Changes resistances: +3% temporal / +5% physical / +9% fire Stamina each turn: +0.20 Amulets can have magical properties. |
Sunstinger the steel amulet Sunstinger the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+3 eff.) Fatigue: -5% Changes stats: +6 Lck / +3 Con Changes resistances: +9% light / +6% cold Physical save: +8 (+3 eff.) Life regen: +1.80 Maximum life: +32.00 Light radius: +2 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Yarerand the steel amulet Yarerand the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +2 Wil / +4 Cun / +3 Con Mental save: +7 (+3 eff.) Confusion immunity: +14% Mindpower: +5 (+2 eff.) Amulets can have magical properties. |
copper amulet of mastery (0.11 Spell / Temporal) copper amulet of mastery (0.11 Spell / Temporal)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Spell / Temporal Amulets can have magical properties. |
gold amulet 'Stormcrack' gold amulet 'Stormcrack'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +25% cold / +25% fire Changes damage: +6% lightning Mana each turn: +0.27 Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Amulets can have magical properties. |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
steel amulet 'Aloyagrim' steel amulet 'Aloyagrim'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +14% cold / +15% fire Changes damage: +5% physical / +5% temporal / +4% darkness / +5% light Talent mastery: +0.14 Technique / Conditioning Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Light radius: +3 Amulets can have magical properties. |
steel amulet 'Nimbusstrider' steel amulet 'Nimbusstrider'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 blight Changes stats: +4 Dex / +5 Cun / +5 Con Changes resistances: +6% lightning / +5% physical / +6% blight / +11% cold / +15% fire Changes resistances penetration: +10% lightning Life regen: +0.30 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
steel amulet 'Stormwish' steel amulet 'Stormwish'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +12% mind / +6% lightning Changes resistances penetration: +5% lightning / +10% fire Confusion immunity: +20% Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
stralite amulet 'Adykira' stralite amulet 'Adykira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Con Changes resistances: +13% physical Critical mult.: +5.00% Mental save: +25 (+9 eff.) Life regen: +2.80 Stamina each turn: +1.00 Equilibrium when hit: +0.16 Amulets can have magical properties. |
stralite amulet 'Flashthorn' stralite amulet 'Flashthorn'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +9 Con Changes resistances penetration: +10% lightning / +10% temporal Changes damage: +6% temporal Physical save: +12 (+4 eff.) Blindness immunity: +23% Life regen: +1.80 Maximum life: +66.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
warrior's copper amulet of mastery (0.10 Technique / Marksmanship) warrior's copper amulet of mastery (0.10 Technique / Marksmanship)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.10 Technique / Marksmanship Stamina each turn: +0.30 Amulets can have magical properties. |
Anyhor AnyhorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +10 Mag / +6 Wil / +5 Cun Spell save: +25 (+10 eff.) Stun/Freeze immunity: +32% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +13 (+4 eff.) Rings can have magical properties. |
Blackstun the gold ring Blackstun the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 12% chance to cause random gloom * 40 arcane resource burn * 30% chance to inflict damage reduction Damage (Melee): 11 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +7 Cun Changes resistances penetration: +5% fire Changes damage: +6% darkness Spell save: +3 (+2 eff.) Stun/Freeze immunity: +29% Life regen: +1.40 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
Drothad DrothadPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 blight Changes resistances: +22% lightning / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +11% lightning Maximum encumbrance: +21 Blindness immunity: +25% Infravision radius: +3 See stealth: +8 See invisible: +9 Rings can have magical properties. |
Flashwrither the steel ring Flashwrither the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 30% chance to daze * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Cun Changes resistances: +22% nature / +9% lightning Changes damage: +11% nature / +3% arcane Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Gunandil GunandilPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +18 (+3 eff.) Effects on melee hit: * 22% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +6 Str / +1 Mag / +4 Con Mana each turn: +0.08 Equilibrium when hit: +0.08 Maximum psi: +10.00 Spellpower: +12 (+4 eff.) Mindpower: +7 (+3 eff.) Damage Shield penetration: +20% Rings can have magical properties. |
Ivith IvithInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +7 Cun / +3 Dex Changes resistances: +24% acid Changes damage: +12% acid Stamina each turn: +0.40 Hate when firing a critical mind attack: +1.00 Maximum life: +10.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Jetoozer the stralite ring Jetoozer the stralite ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +10% blight / +30% fire / +7% nature / +6% temporal Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +15% fire / +3% temporal Poison immunity: +21% Disease immunity: +23% Life regen: +0.90 Maximum life: +63.00 Healing mod.: +16% Rings can have magical properties. |
Olitovon OlitovonPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +9% arcane Mental save: +6 (+2 eff.) Blindness immunity: +25% Silence immunity: +23% Mana each turn: +0.22 Infravision radius: +4 See stealth: +7 See invisible: +9 Rings can have magical properties. |
Scorpionpain ScorpionpainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Cun / +4 Con Changes resistances: +26% lightning / +7% nature / +11% blight Changes damage: +13% lightning / +12% nature / +6% mind Spell save: +15 (+7 eff.) Poison immunity: +15% Disease immunity: +14% Hate when firing a critical mind attack: +1.00 Maximum stamina: +26.00 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
This item will automatically be transmogrified when you leave the level. mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Rings can have magical properties. |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Rings can have magical properties. |
steel ring 'Cleanseward' steel ring 'Cleanseward'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun / +4 Wil Changes resistances: +22% acid / +6% nature Changes damage: +11% acid Life regen: +0.70 Maximum life: +47.00 Mindpower: +5 (+2 eff.) Healing mod.: +11% Rings can have magical properties. |
steel ring 'Dourspike' steel ring 'Dourspike'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +3 Cun / +3 Mag Changes resistances: +6% darkness / +3% temporal Disarm immunity: +22% Pinning immunity: +24% Stun/Freeze immunity: +26% Knockback immunity: +27% Life regen: +0.80 Maximum life: +25.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Earuromidig' steel ring 'Earuromidig'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Con Changes resistances: +26% nature Changes damage: +13% nature / +21% temporal Spell save: +12 (+6 eff.) Maximum stamina: +14.00 Rings can have magical properties. |
steel ring 'Hurigen' steel ring 'Hurigen'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +11 Mag / +5 Wil / +3 Cun Changes resistances: +5% arcane Spell save: +6 (+3 eff.) Spellpower: +11 (+3 eff.) Rings can have magical properties. |
steel ring 'Layeba' steel ring 'Layeba'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -5% Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +4 Str / +2 Wil / +2 Cun / +7 Con Maximum encumbrance: +22 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +4 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
steel ring 'Morbusfame' steel ring 'Morbusfame'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +4 Dex Changes resistances: +3% blight / +11% physical Changes damage: +11% physical Spell save: +6 (+3 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
steel ring 'Porotira' steel ring 'Porotira'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +20% darkness Changes damage: +10% darkness / +3% mind Mental save: +9 (+3 eff.) Confusion immunity: +20% Equilibrium when hit: +0.04 Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties. |
steel ring 'Turykalthofang' steel ring 'Turykalthofang'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Dex / +1 Wil / +3 Cun / +3 Con Physical save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
stralite ring 'Emeleratira' stralite ring 'Emeleratira'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +24 (+5 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +12 Cun / +15 Dex Changes resistances: +12% nature / +6% cold / +5% arcane / +6% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
stralite ring 'Lelyldir' stralite ring 'Lelyldir'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +8 Changes stats: +6 Str / +9 Con Changes resistances: +3% blight Changes damage: +3% mind Spell save: +13 (+6 eff.) Mental save: +17 (+6 eff.) Confusion immunity: +41% Maximum stamina: +30.00 Mental crit. chance: +1% Rings can have magical properties. |
stralite ring 'Skywilder' stralite ring 'Skywilder'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +12 Damage when hit (Melee): 8 arcane Changes stats: +13 Str / +7 Con Changes resistances: +6% lightning / +14% physical Changes resistances penetration: +15% arcane Changes damage: +12% arcane / +14% physical Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Veluta (161% power, 3 apr)Veluta (161% power, 3 apr) Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 162% Range: 1.5x Uses stat: 170% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 41% chance to daze * 25% chance to remove a magical effect Damage Shield penetration (this weapon only): +10% Damage (Melee): +69 insidious poison / +13 nature When wielded/worn: Armour penetration: +5 Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances: +1% physical Changes resistances penetration: +10% lightning Critical mult.: +6.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of massacre (173% power, 3 apr)balanced stralite battleaxe of massacre (173% power, 3 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 173% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+6 eff.) Disarm immunity: +42% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite battleaxe (164% power, 3 apr)inquisitor's stralite battleaxe (164% power, 3 apr) Requires: - Magic 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 164% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. insidious stralite battleaxe of massacre (174% power, 3 apr)insidious stralite battleaxe of massacre (174% power, 3 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 174% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +23 insidious poison Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced stralite dagger of massacre (154% power, 9 apr)balanced stralite dagger of massacre (154% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 155% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+4 eff.) Disarm immunity: +23% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful stralite dagger of massacre (151% power, 9 apr)hateful stralite dagger of massacre (151% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 152% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +4 darkness Damage against: +8% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of projection (125% power, 7 apr)insidious dwarven-steel dagger of projection (125% power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 125% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +15 insidious poison / +7 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite dagger of persecution (141% power, 9 apr)insidious stralite dagger of persecution (141% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 142% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 insidious poison Damage against: +9% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite dagger (140% power, 9 apr)plaguebringer's stralite dagger (140% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 140% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite dagger of erosion (143% power, 9 apr)slime-covered stralite dagger of erosion (143% power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% Damage (Melee): +8 temporal / +8 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of massacre (151% power, 9 apr)stralite dagger of massacre (151% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 152% Range: 1.3x Uses stats: 42% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
Sawrd (143% power, 19 apr) Sawrd (143% power, 19 apr)Requires: - Magic 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 170% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatsword (165% power, 3 apr)acidic stralite greatsword (165% power, 3 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 166% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling stralite greatsword (167% power, 3 apr)chilling stralite greatsword (167% power, 3 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental iron greatsword (118% power, 1 apr)elemental iron greatsword (118% power, 1 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 118% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +13% acid / +13% fire / +12% cold / +13% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Yvalera' (140% power, 2 apr)steel greatsword 'Yvalera' (140% power, 2 apr) Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 140% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +13 nature / +12 temporal / +4 mind When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances penetration: +5% acid / +5% mind Changes damage: +3% acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword 'Grinedig' (162% power, 3 apr)stralite greatsword 'Grinedig' (162% power, 3 apr) Requires: - Magic 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 26 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +14 temporal / +19 nature When wielded/worn: Armour penetration: +19 Armour: +8 Changes resistances: +6% light / +6% cold Changes resistances penetration: +16% physical Changes damage: +19% physical Spell save: +6 (+3 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel greatsword of daylight (150% power, 2 apr)warbringer's dwarven-steel greatsword of daylight (150% power, 2 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 151% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 light Damage against: +20% Undead When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +24% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatsword of massacre (178% power, 3 apr)warbringer's stralite greatsword of massacre (178% power, 3 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 178% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +14% physical Disarm immunity: +39% Massive two-handed swords. |
Beterin the Duathelbrand Beterin the DuathelbrandRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +8 nature Burst (radius 2) on crit: +2 darkness When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% all Changes resistances penetration: +10% blight / +11% physical / +7% nature Changes damage: +10% physical Maximum mana: +60.00 Longbows are used to shoot arrows at your foes. |
Bregerath the yew longbow Bregerath the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (20% chance level 2). Burst (radius 1) on hit: +0 20% chance of physical repulsion Burst (radius 2) on crit: +2 mind When wielded/worn: Changes stats: +1 Cun / +3 Dex Changes resistances penetration: +10% mind Vim when firing critical spell: +2.00 Longbows are used to shoot arrows at your foes. |
Chamysta ChamystaRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 Travel speed: +200% Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +6% nature / +3% fire Changes damage: +6% mind Spell save: +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Furnacetaint FurnacetaintRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 Travel speed: +200% Damage (Ranged): +10 acid Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +2 fire When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Wil Changes damage: +8% acid Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Gilodil the elven-wood longbow Gilodil the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 20% chance to disease When wielded/worn: Ammo reloads per turn: +2 Changes stats: +2 Str / +5 Dex / +8 Mag / +1 Wil / +1 Con Changes resistances penetration: +23% physical / +7% temporal Changes damage: +7% physical / +9% arcane / +7% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Spellpower: +9 (+3 eff.) Light radius: +1 Infravision radius: +1 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Poruta the ash longbow Poruta the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Damage (Ranged): +5 acid When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +6% physical Changes damage: +8% acid Disarm immunity: +10% Stun/Freeze immunity: +5% Damage Shield penetration: +16% New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. |
Skywolf the elven-wood longbow Skywolf the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to daze Damage (Ranged): +14 lightning Burst (radius 2) on crit: +2 lightning When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +8 Str Changes resistances: +6% mind Changes damage: +14% lightning / +6% mind Longbows are used to shoot arrows at your foes. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level. TuroldirTuroldir Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 Travel speed: +200% When wielded/worn: Ranged Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +14% physical Changes damage: +26% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Heals friendly targets nearby when you use a nature summon: +40 New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
Voidrigor VoidrigorRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +3% lightning / +6% cold / +3% darkness Changes resistances penetration: +24% physical Changes damage: +10% physical Spell save: +9 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Xerotha XerothaRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Blight Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Burst (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str / +2 Dex Changes resistances penetration: +10% physical Changes damage: +14% physical Maximum encumbrance: +10 Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Amukath' elven-wood longbow 'Amukath'Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 13% chance to daze * 40% chance to cause random gloom When wielded/worn: Changes stats: +2 Str / +3 Dex / +1 Mag / +2 Wil / +3 Cun / +6 Con Changes resistances penetration: +9% lightning / +15% arcane / +5% mind Changes damage: +3% arcane / +3% mind Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 508 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
yew longbow 'Demonpulverizer' yew longbow 'Demonpulverizer'Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +15 nature Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% darkness Changes resistances penetration: +13% nature Changes damage: +12% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Zubithra the Ravenfoe (145% power, 5 apr)Zubithra the Ravenfoe (145% power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 146% Range: 1.4x Uses stat: 150% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +14.0% Defense: +9 (+4 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +15% darkness Changes damage: +3% darkness Disarm immunity: +36% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel longsword of paradox (131% power, 4 apr)balanced dwarven-steel longsword of paradox (131% power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +11 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 10 temporal Changes resistances: +11% temporal Disarm immunity: +33% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming stralite longsword of daylight (148% power, 5 apr)flaming stralite longsword of daylight (148% power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 148% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +10 fire Damage against: +18% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming stralite longsword of projection (146% power, 5 apr)flaming stralite longsword of projection (146% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 146% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 mind Burst (radius 1) on hit: +9 fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite longsword (148% power, 5 apr)insidious stralite longsword (148% power, 5 apr) Requires: - Magic 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 148% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +31 insidious poison Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword (160% power, 6 apr)plaguebringer's voratun longsword (160% power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +23% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Emelysetha (152% power, 5 apr)Emelysetha (152% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 152% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +12 mind When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% all Changes resistances penetration: +11% acid / +12% lightning / +15% fire / +13% nature / +11% cold Reduces incoming crit damage: 10.00% Physical save: +20 (+7 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling stralite mace of massacre (161% power, 5 apr)chilling stralite mace of massacre (161% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 162% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +14 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of daylight (154% power, 5 apr)stralite mace of daylight (154% power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 154% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 light Damage against: +9% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blooming pulsing mindstar of resolve (105% power, 32 apr, nature damage)blooming pulsing mindstar of resolve (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Physical save: +5 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +14 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. horrifying pulsing mindstar of life (107% power, 32 apr, nature damage)horrifying pulsing mindstar of life (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 2 darkness Changes damage: +6% mind / +6% darkness Life regen: +1.30 Maximum life: +15.00 Mindpower: +8 (+3 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. horrifying thorny mindstar (98% power, 24 apr, nature damage)horrifying thorny mindstar (98% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 4 darkness Changes damage: +4% mind / +4% darkness Mindpower: +6 (+2 eff.) Mental crit. chance: +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. pulsing mindstar of venom (104% power, 32 apr, nature damage)pulsing mindstar of venom (104% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 105% Range: 1.1x Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 acid Changes resistances: +6% acid Changes resistances penetration: +8% acid Changes damage: +9% acid Life regen: +1.20 Mindpower: +8 (+3 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. vined mindstar of storms (83% power, 18 apr, nature damage)vined mindstar of storms (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 84% Range: 1.1x Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +6% lightning Changes damage: +6% lightning Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. elven-wood starstaff 'Dimstreak' (136% power, 5 apr, physical element)elven-wood starstaff 'Dimstreak' (136% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 9% chance to blind * 8% chance to disease Changes stats: +2 Mag Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +25% physical Talent granted: +1 Command Staff Mana each turn: +0.28 Vim when firing critical spell: +4.00 Maximum mana: +64.00 Maximum vim: +18.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 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 92.51 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. elven-wood vilestaff 'Bregygrim' (136% power, 5 apr, darkness element)elven-wood vilestaff 'Bregygrim' (136% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 acid When wielded/worn: Damage (Melee): 30 fire Damage when hit (Melee): 8 acid Changes stats: +4 Mag / +3 Wil / +4 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +28.00% Maximum mana: +90.00 Spellpower: +34 (+11 eff.) Spell crit. chance: +12% See invisible: +19 It can be used to unleash an elemental blastwave, dealing 74.74 to 89.69 darkness damage in a radius 5 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood vilestaff of illumination (136% power, 5 apr, blight element)lifebinding elven-wood vilestaff of illumination (136% power, 5 apr, blight element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 13% chance to blind Changes stats: +4 Con Changes damage: +25% blight Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Light radius: +3 Healing mod.: +14% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 68.69 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. void walker's dragonbone magestaff of fate (143% power, 6 apr, fire element)void walker's dragonbone magestaff of fate (143% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 144% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness / +11% temporal Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +9% Defense after a teleport: +18 Resist all after a teleport: +10% New effects duration reduction after a teleport: +35% Reduces paradox anomalies(equivalent to willpower): +14 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Velerann (144% power, 19 apr)Velerann (144% power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 144% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +80 On weapon crit: * cripple the target Damage (Melee): +8 acid Burst (radius 2) on crit: +8 acid Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +19.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 8 acid Changes resistances: +22% lightning Changes damage: +3% acid Talent granted: +2 Block 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. balanced stralite steamsaw (142% power, 19 apr)balanced stralite steamsaw (142% power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 142% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +5 Defense: +19 (+9 eff.) Fatigue: +10% Talent granted: +2 Block Disarm immunity: +24% 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. icy dwarven-steel steamsaw of crippling (132% power, 14 apr)icy dwarven-steel steamsaw of crippling (132% power, 14 apr) Requires: - Magic 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 132% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +48 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +8.0% Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Talent granted: +2 Block 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. insidious iron steamsaw of crushing (110% power, 0 apr)insidious iron steamsaw of crushing (110% power, 0 apr) Requires: - Magic 11 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 110% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +12 Damage (Melee): +13 insidious poison Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +1 Block 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. shocking stralite steamsaw of projection (142% power, 19 apr)shocking stralite steamsaw of projection (142% power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +69 Damage (Melee): +16 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage (Melee): 7 lightning Damage when hit (Melee): 17 lightning Talent granted: +2 Block It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. 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. stralite steamsaw 'Infernoviper' (146% power, 19 apr)stralite steamsaw 'Infernoviper' (146% power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 147% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +68 On weapon hit: * Slows global speed by 29% * leeches stamina from the target Burst (radius 2) on crit: +8 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage when hit (Melee): 10 nature slow Changes resistances: +15% acid / +12% light / +9% fire / +35% lightning / +10% cold Changes damage: +3% fire Talent granted: +2 Block 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. thought-forged iron steamsaw of daylight (113% power, 0 apr)thought-forged iron steamsaw of daylight (113% power, 0 apr) Requires: - Magic 11 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 113% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +14 On weapon hit: * 11% chance to cause random gloom Damage (Melee): +7 mind / +6 light Damage against: +6% Undead Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Changes stats: +2 Cun / +1 Wil Talent granted: +1 Block 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. thunderous stralite steamsaw (144% power, 19 apr)thunderous stralite steamsaw (144% power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 144% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +76 On weapon hit: * 17% chance to daze Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Wil / +1 Cun / +3 Con Changes resistances penetration: +12% lightning Talent granted: +2 Block 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. Murkworm (147% power, 5 apr)Murkworm (147% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 147% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +25 cold Burst (radius 1) on hit: +4 nature When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +4 Con / +1 Mag Changes resistances: +12% nature Changes resistances penetration: +11% physical / +5% temporal Disarm immunity: +17% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Searcast (142% power, 4 apr)Searcast (142% power, 4 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 143% Range: 1.4x Uses stat: 150% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 temporal / +8 nature / +24 fire When wielded/worn: Armour penetration: +7 Physical crit. chance: +9.0% Damage when hit (Melee): 8 blight Changes resistances: +3% blight Changes damage: +6% blight / +3% fire Critical mult.: +12.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing stralite waraxe (144% power, 5 apr)arcing stralite waraxe (144% power, 5 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 145% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing stralite waraxe of massacre (156% power, 5 apr)arcing stralite waraxe of massacre (156% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 157% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning iron waraxe of massacre (125% power, 2 apr)manaburning iron waraxe of massacre (125% power, 2 apr) Requires: - Magic 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 125% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11 arcane resource burn One-handed war axes. |
Aerileriatta the Glarewilter Aerileriatta the GlarewilterPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +10% cold / +8% fire Changes damage: +21% mind / +6% light Trap disarming bonus: +15 Stealth bonus: +8 Maximum life: +80.00 Maximum mana: +42.00 Maximum stamina: +40.00 Maximum hate: +13.00 Maximum psi: +32.00 Maximum vim: +29.00 Maximum pos.energy: +25.00 Maximum neg.energy: +25.00 Infravision radius: +4 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. SilutiraSilutira Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +4 Cun Critical mult.: +10.00% Physical save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +83.00 Maximum mana: +60.00 Maximum stamina: +42.00 Maximum hate: +14.00 Maximum psi: +23.00 Maximum vim: +28.00 Maximum pos.energy: +25.00 Maximum neg.energy: +28.00 Mindpower: +7 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
Xiwyn the hardened leather belt Xiwyn the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% mind / +12% fire Trap disarming bonus: +16 Stealth bonus: +7 Physical save: +10 (+4 eff.) Spell save: +8 (+4 eff.) Cut immunity: +5% Maximum life: +35.00 Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Falitir'hardened leather belt 'Falitir' Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Changes stats: +8 Wil / +6 Mag Changes resistances penetration: +10% arcane Critical mult.: +5.00% Stealth bonus: +10 Mental save: +9 (+3 eff.) Mana each turn: +0.16 Maximum life: +64.00 Spell crit. chance: +7% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. focusing silk robe of protection (5 def, 3 armour)focusing silk robe of protection (5 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes stats: +6 Wil / +6 Mag Physical save: +18 (+6 eff.) Mana each turn: +0.19 Psi each turn: +0.17 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 nature (+19%) (3 def, 0 armour)silk robe of nature (+19%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% nature Changes damage: +13% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of frost (+19%) (0 def, 0 armour)slimy woollen robe of frost (+19%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 4 arcane resource burn Changes resistances: +19% cold Changes damage: +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe (3 def, 0 armour)spellwoven silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Spell save: +17 (+8 eff.) Spellpower: +4 (+1 eff.) Spell 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. miner's pair of hardened leather boots of tirelessness (0 def, 9 armour)miner's pair of hardened leather boots of tirelessness (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +19.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of iron boots of tirelessness (0 def, 7 armour)miner's pair of iron boots of tirelessness (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots 'Malebar' (0 def, 4 armour)pair of dwarven-steel boots 'Malebar' (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% mind Physical save: +9 (+3 eff.) Spell save: +15 (+7 eff.) Mental save: +8 (+3 eff.) Blindness immunity: +15% Knockback immunity: +15% Spellpower: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots (0 def, 3 armour)scholar's pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes stats: +11 Lck / +6 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 hardened leather boots of tirelessness (0 def, 3 armour)traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +32 Physical save: +8 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +16.00 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 175.05 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Disarm immunity: +0% Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +6% arcane 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 strength (+4) (0 def, 2 armour)dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +2 Changes stats: +4 Str Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. radiant rough leather gloves of strength (+3) (0 def, 1 armour)radiant rough leather gloves of strength (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Damage (Melee): 8 light Changes stats: +3 Str Changes resistances: +6% light Changes damage: +3% light 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. restful voratun gauntlets of dexterity (+6) (0 def, 3 armour)restful voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Changes stats: +6 Dex Life regen: +1.80 Stamina each turn: +0.90 Maximum stamina: +22.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. steady hardened leather gloves of dexterity (+4) (0 def, 2 armour)steady hardened leather gloves of dexterity (+4) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +2 Changes stats: +4 Dex Physical save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +27% 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. temporal hardened leather gloves (0 def, 2 armour)temporal hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 temporal Damage (Ranged): 10 temporal Changes resistances: +7% temporal Changes damage: +7% temporal 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. Betuna the Sewerrigor (2 def, 0 armour)Betuna the Sewerrigor (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +4 Cun / +5 Wil Changes resistances: +27% acid / +10% physical / +11% darkness / +3% nature Changes damage: +18% acid / +11% physical / +13% darkness / +12% nature Mental save: +18 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum hate: +9.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 141 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Hettolevon the Sewerpyre (3 def, 0 armour) Hettolevon the Sewerpyre (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +16 Cun / +5 Wil Changes resistances: +3% darkness / +3% lightning Changes resistances penetration: +5% mind Changes damage: +12% nature Mental save: +12 (+4 eff.) Equilibrium when hit: +1.72 Psi when hit: +1.10 Hate when hit: +2.50 Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Mabers (2 def, 11 armour) Mabers (2 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +9 (+1 eff.) Armour: +11 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +14 Str / +6 Wil Changes resistances: +9% acid / +12% physical / +11% lightning / +8% fire / +14% cold / +6% temporal Physical save: +11 (+4 eff.) Blindness immunity: +15% Light radius: +0 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Sunmarrow the cashmere wizard hat (2 def, 0 armour) Sunmarrow the cashmere wizard hat (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +10 Cun / +7 Wil Changes damage: +3% fire Physical save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Unryrek the dwarven-steel helm (0 def, 4 armour)Unryrek the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid / 14 physical Changes stats: +7 Str / +1 Dex / +1 Mag Changes resistances: +14% light / +16% darkness Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 436.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerebrenn the hardened leather cap (0 def, 3 armour) Xerebrenn the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +5 Lck / +4 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +3% arcane Physical save: +10 (+4 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
cashmere wizard hat 'Blazecrack' (2 def, 0 armour) cashmere wizard hat 'Blazecrack' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Mag / +3 Wil / +5 Cun Changes resistances: +6% fire Changes damage: +3% arcane Spell save: +5 (+3 eff.) Life regen: +3.90 Mindpower: +4 (+2 eff.) Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. champion's hardened leather hat (0 def, 3 armour)champion's hardened leather hat (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Wil Mental save: +7 (+3 eff.) Light radius: +1 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm 'Beloleg' (0 def, 4 armour)dwarven-steel helm 'Beloleg' (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +12 Str / +7 Dex / +11 Lck Changes resistances: +12% temporal Spell crit. chance: +4% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's hardened leather cap of constitution (+6) (0 def, 6 armour)miner's hardened leather cap of constitution (+6) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +6 Con Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic iron helm of dexterity (+3) (0 def, 3 armour)prismatic iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +12% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour)stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Physical save: +13 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Armour Hardiness: +0% Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 40.28 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. enlightening stralite mail armour (4 def, 8 armour)enlightening stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +6 Cun / +4 Wil Mental save: +14 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying steel mail armour of cold resistance (2 def, 6 armour)fortifying steel mail armour of cold resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +4 Str / +3 Con Changes resistances: +15% cold Maximum life: +40.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour (3 def, 18 armour)impenetrable dwarven-steel mail armour (3 def, 18 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of acid resistance (4 def, 19 armour)impenetrable stralite mail armour of acid resistance (4 def, 19 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +19 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +20% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of acid resistance (4 def, 20 armour)impenetrable stralite mail armour of acid resistance (4 def, 20 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +19% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour 'Cleansesorrow' (2 def, 4 armour)iron mail armour 'Cleansesorrow' (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 16 blight / 12 nature Changes resistances: +3% blight / +17% temporal Changes damage: +3% nature / +3% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour (2 def, 6 armour)radiant steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +15% blight / +13% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of spell shielding (4 def, 8 armour)rejuvenating stralite mail armour of spell shielding (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +7% arcane Spell save: +17 (+8 eff.) Life regen: +4.80 Stamina each turn: +0.90 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of implacability (2 def, 11 armour)steel mail armour of implacability (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +9% Physical save: +7 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of stability (4 def, 8 armour)stralite mail armour of stability (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +9% physical Physical save: +14 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of delving (5 def, 8 armour)drakeskin leather armour of delving (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 (+2 eff.) Fatigue: +8% Changes stats: +6 Str Changes resistances: +10% darkness / +8% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's rough leather armour (4 def, 2 armour)marauder's rough leather armour (4 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex Physical save: +8 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of acid resistance (3 def, 6 armour)prismatic hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +18% acid / +15% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of the wind (12 def, 7 armour)reinforced leather armour of the wind (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +15 Physical crit. chance: +4.0% Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Stamina each turn: +1.00 Chance to avoid any damage: +5% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of cold resistance (4 def, 7 armour)rejuvenating reinforced leather armour of cold resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +18% cold Life regen: +4.30 Stamina each turn: +1.30 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating reinforced leather armour of command (17 def, 12 armour)rejuvenating reinforced leather armour of command (17 def, 12 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +17 (+8 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +15 (+5 eff.) Life regen: +3.50 Stamina each turn: +0.80 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of Toknor (4 def, 7 armour)spiked reinforced leather armour of Toknor (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Critical mult.: +16.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of cold resistance (4 def, 7 armour)spiked reinforced leather armour of cold resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +20% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of fire resistance (4 def, 7 armour)spiked reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +20% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of fire resistance (4 def, 7 armour)spiked reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +19% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of fire resistance (4 def, 7 armour)spiked reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Changes resistances: +19% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic reinforced leather armour of cold resistance (4 def, 16 armour)volcanic reinforced leather armour of cold resistance (4 def, 16 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 7 fire Changes resistances: +19% fire / +16% cold / +10% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Morningcrack' (5 def, 30 armour)dwarven-steel plate armour 'Morningcrack' (5 def, 30 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +30 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +20% acid / +16% cold / +6% light / +6% blight Changes resistances penetration: +5% light Changes damage: +6% blight / +3% light Allows you to breathe in: water A suit of armour made of metal plates. |
stralite plate armour 'Adaldatta' (7 def, 17 armour) stralite plate armour 'Adaldatta' (7 def, 17 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +17% acid / +23% physical / +23% cold / +28% fire / +22% lightning / +17% temporal Talent cooldown: Rush (-10 turns) Spell save: +10 (+5 eff.) Blindness immunity: +10% Cut immunity: +15% Silence immunity: +10% Disarm immunity: +55% Stun/Freeze immunity: +58% Knockback immunity: +64% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Arudhenne (10 def, 11 armour, 236.5 block)Arudhenne (10 def, 11 armour, 236.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +11 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes stats: +6 Con Changes resistances: +9% acid / +9% lightning / +3% blight / +10% fire / +5% arcane / +9% cold Talent granted: +4 Block Physical save: +11 (+4 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic stralite shield of fire resistance (+21%) (10 def, 2 armour, 145 block)acidic stralite shield of fire resistance (+21%) (10 def, 2 armour, 145 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 19 acid Changes resistances: +21% fire Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming stralite shield of mind resistance (+14%) (10 def, 2 armour, 141.5 block)flaming stralite shield of mind resistance (+14%) (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 14 fire Changes resistances: +14% mind Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of resilience (8 def, 2 armour, 81 block)icy dwarven-steel shield of resilience (8 def, 2 armour, 81 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 14 ice Talent granted: +3 Block Maximum life: +42.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. shocking stralite shield of lightning resistance (+21%) (10 def, 2 armour, 141.5 block)shocking stralite shield of lightning resistance (+21%) (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 7 lightning Damage when hit (Melee): 15 lightning Changes resistances: +21% lightning Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of lightning resistance (+23%) (10 def, 2 armour, 144.5 block)stralite shield of lightning resistance (+23%) (10 def, 2 armour, 144.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +23% lightning Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded stralite shield of mind resistance (+14%) (10 def, 2 armour, 135 block)warded stralite shield of mind resistance (+14%) (10 def, 2 armour, 135 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +14% mind Maximum wards: +2 lightning / +4 temporal / +3 blight / +2 fire / +3 cold Talents granted: +4 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. wintry stralite shield (10 def, 2 armour, 132.5 block)wintry stralite shield (10 def, 2 armour, 132.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 14 ice Changes stats: +3 Wil Changes resistances: +13% cold Talent granted: +4 Block Handheld deflection devices. |
Armyrand (18/18, 162% power, 14 apr) Armyrand (18/18, 162% power, 14 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 162% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +8.0% Capacity: 18 On weapon hit: * 10% chance to disease On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +7 blight / +8 bleed Arrows are used with bows to pierce your foes to death. |
Emelratha the quiver of elven-wood arrows (20/20, 185% power, 31 apr) Emelratha the quiver of elven-wood arrows (20/20, 185% power, 31 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 185% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +31 Physical crit. chance: +14.5% Capacity: 20 On weapon hit: * 40% chance to corrode armour Travel speed: +400% Damage (Ranged): +4 acid / +4 arcane Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
Yvoriabeth the Plaguemire (19/19, 147% power, 10 apr) Yvoriabeth the Plaguemire (19/19, 147% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 147% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon crit: * wounds the target Damage (Ranged): +54 insidious poison / +7 bleed / +12 nature / +4 lightning Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature 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 ash arrows of erosion (13/13, 132% power, 7 apr)insidious quiver of ash arrows of erosion (13/13, 132% power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 133% Range: 1.4x Uses stats: 66% Cun, 100% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 13 Damage (Ranged): +18 insidious poison / +8 temporal / +7 nature 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 elven-wood arrows of erosion (19/19, 162% power, 14 apr)insidious quiver of elven-wood arrows of erosion (19/19, 162% power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 162% Range: 1.4x Uses stats: 66% Cun, 100% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 19 Damage (Ranged): +27 insidious poison / +13 temporal / +13 nature Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Glugatha' (52/52, 133% power, 7 apr) quiver of ash arrows 'Glugatha' (52/52, 133% power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 134% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 52 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +8 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 arcane When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows 'Dazzlevengeance' (55/55, 163% power, 21 apr)quiver of elven-wood arrows 'Dazzlevengeance' (55/55, 163% power, 21 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 163% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Acid Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.5% Capacity: 55 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to blind * 20% chance to gain 10% of a turn * 20% chance to curse the target Damage (Ranged): +20 lightning / +14 darkness / +13 blight / +4 acid Burst (radius 1) on hit: +8 acid / +8 temporal / +4 light Burst (radius 2) on crit: +9 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows of accuracy (22/22, 161% power, 14 apr)quiver of elven-wood arrows of accuracy (22/22, 161% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 161% Range: 1.4x Uses stats: 66% Cun, 100% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Burim' (19/19, 156% power, 15 apr) quiver of yew arrows 'Burim' (19/19, 156% power, 15 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 156% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +15.0% Capacity: 19 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +400% Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Glorima' (21/54, 158% power, 19 apr) quiver of yew arrows 'Glorima' (21/54, 158% power, 19 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 159% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +7.0% Capacity: 54 On weapon hit: * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +11 gravity Burst (radius 2) on crit: +4 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Radiancesage' (22/55, 155% power, 17 apr) quiver of yew arrows 'Radiancesage' (22/55, 155% power, 17 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 155% Range: 1.4x Uses stats: 100% Mag, 66% Cun Damage type: Light Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +17 Physical crit. chance: +2.0% Capacity: 55 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to blind * 20% chance to daze On weapon crit: * wounds the target Damage (Ranged): +11 bleed Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
10 agate 10 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. |
1735 alchemist agate 1735 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eloriawen (dig speed 18 turns) Eloriawen (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +3 (+0 eff.) Fatigue: -6% Changes stats: +4 Str / +2 Dex Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Life regen: +0.20 Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pyrearc (dig speed 8 turns) Pyrearc (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: -6% Changes stats: +5 Str Changes resistances: +7% physical / +5% arcane / +3% fire Changes resistances penetration: +10% arcane / +5% fire Changes damage: +6% fire Maximum life: +31.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Cyradalaith' (dig speed 12 turns) dwarven-steel pickaxe 'Cyradalaith' (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Fatigue: -6% Changes stats: +5 Str Changes resistances: +6% fire / +12% cold / +7% physical Physical save: +7 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +8 (+3 eff.) Mana when firing critical spell: +2.00 Maximum life: +42.00 Damage Shield penetration: +50% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Flameravager the dwarven lanternFlameravager the dwarven lantern Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +4 Mag / +6 Wil / +4 Cun Changes resistances: +3% fire Critical mult.: +16.00% Physical save: +15 (+5 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: -6 Infravision radius: +6 Healing mod.: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +44.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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. |
amazing pain suppressor salve [power 268] amazing pain suppressor salve [power 268]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -268 life and reduces all damage by 26% for 7 turns (takes no time to activate), 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. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of steel shots of wind (23/23, 129% power, 2 apr)psychokinetic pouch of steel shots of wind (23/23, 129% power, 2 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 130% Range: 1.2x Uses stats: 116% Cun, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 23 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +21 physical Shots are used with slings to pummel your foes to death. |
crude acid groove crude acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! |
great moss tread great moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +4 Moss Tread Stealth bonus: +8 Tinkers can be attached to normal items to improve them with steam power! |
iron grip iron gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Iron Grip Disarm immunity: +60% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating mastercraft thunderclap coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' When attach to an other item: Power: 89% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Burst (radius 1) on hit: +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect poison groove perfect poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
stralite armour reinforcement stralite armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Armour Hardiness: +20% Fatigue: +2% Tinkers can be attached to normal items to improve them with steam power! |
stralite saw projector stralite saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment stralite spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! |
stralite toxic cannister launcher stralite toxic cannister launcherPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch voratun shocking touchPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Greenfury the elven-wood wand of clairvoyance [power 13] (24/6 cooldown)Greenfury the elven-wood wand of clairvoyance [power 13] (24/6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 20 blight / 12 nature Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +5 cold Changes resistances penetration: +10% blight Talents granted: +4 Volcano +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 13, power 74 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Rainsun' [power 121] (24/7 cooldown) ash wand of conjuration 'Rainsun' [power 121] (24/7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% acid Maximum wards: +2 lightning / +1 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +5% nature Talent granted: +1 Ward Reduces incoming crit damage: 10.00% Disarm immunity: +10% It can be used to fire a bolt of a random element with (base) damage 60 to 121, putting all charms on cooldown for 7 turns. When used: 100% 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. |
11 ametrine 11 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. |
6 citrine 6 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. |
14 zircon 14 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
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ozseces the Yeek Adventurer level 10
6th Flare 122nd year of Ascendancy at 07:48 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Ozseces the Yeek Adventurer level 27
39th Dusk 122nd year of Ascendancy at 08:19 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Ozseces the Yeek Adventurer level 28
14th Haze 122nd year of Ascendancy at 16:00 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Ozseces the Yeek Adventurer level 27
36th Dusk 122nd year of Ascendancy at 17:42 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Ozseces the Yeek Adventurer level 10
1st Summertide 122nd year of Ascendancy at 09:27 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Ozseces the Yeek Adventurer level 20
17th Dusk 122nd year of Ascendancy at 13:10 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Ozseces the Yeek Adventurer level 30
16th Haze 122nd year of Ascendancy at 06:02 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ozseces the Yeek Adventurer level 28
68th Dusk 122nd year of Ascendancy at 19:32 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Ozseces the Yeek Adventurer level 35
23rd Haze 122nd year of Ascendancy at 18:54 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Ozseces the Yeek Adventurer level 19
16th Dusk 122nd year of Ascendancy at 23:01 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Ozseces the Yeek Adventurer level 29
15th Haze 122nd year of Ascendancy at 05:38 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Ozseces the Yeek Adventurer level 9
8th Mirth 122nd year of Ascendancy at 19:25 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Ozseces the Yeek Adventurer level 27
42nd Dusk 122nd year of Ascendancy at 18:18 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Ozseces the Yeek Adventurer level 22
21st Dusk 122nd year of Ascendancy at 12:14 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Ozseces the Yeek Adventurer level 15
5th Dusk 122nd year of Ascendancy at 02:13 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Ozseces the Yeek Adventurer level 38
26th Haze 122nd year of Ascendancy at 00:57 see stats
Log
Ozseces hits Something for 65 physical, 7 darkness (72 total damage).
Ozseces hits Something for 10 physical, 1 acid (11 total damage).
Ozseces hits Something for (13 shared), (13 shared), 13 physical (13 total damage).
Something hits Ozseces for (54 webs of fate), 145 darkness (145 total damage).
Ozseces hits Something for 24 darkness damage.
Something shares damage with his fugue clones!
Something converts some damage to Psi!
Ozseces hits Something for (7 shared), (7 shared), 7 nature, (21 shared), (21 shared), 21 physical (27 total damage).
Ozseces hits Something for 6 nature damage.
Something receives 3 healing (13 psi heal).
Something hits Ozseces for (6 webs of fate), 15 physical, (7 webs of fate), 19 temporal (34 total damage).
Ozseces hits Something for 2 light damage.
Ozseces hits Something for 11 physical damage.
Ozseces hits Something for (1 dissipated), 3 lightning, (12 to psi shield), (1 dissipated), 2 physical, (1 dissipated), 2 light, (3 to psi shield), (0 dissipated), 0 temporal (6 total damage).
Ozseces hits Something for 8 darkness damage.
Ozseces hits Something for 6 blight, 2 nature, 8 healing, 10 physical, 1 physical (19 total damage) [8 healing].
Ozseces hits Something for 6 temporal damage.
Something hits Ozseces for (8 webs of fate), 22 physical (22 total damage).
Emutira the void horror's Beyond the Flesh hits Ozseces for (2 webs of fate), 6 light, (10 webs of fate), 26 darkness (32 total damage).
Ozseces is no longer anchored.
Ozseces has recovered!
Talent Pin Down is ready to use.
Acid Splash from Emutira the void horror hits Ozseces for (2 webs of fate), 5 acid (5 total damage).
Ozseces hits Something for 18 nature damage.
Ozseces hits Something for (1 shared), (1 shared), 1 acid (1 total damage).
Ozseces uses Volley.
Something misses Ozseces.
Something misses Ozseces.
Saving game...
