Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 23 / 8% |
Size | medium |
Lifes / Deaths | Killed by Velylrann the elven guard at level 14 on the 42nd Dusk 122nd year of Ascendancy at 20:04 0 / 6Killed by Porymira the warg at level 20 on the 74th Dusk 122nd year of Ascendancy at 06:14 Killed by armoured skeleton warrior at level 20 on the 74th Dusk 122nd year of Ascendancy at 15:35 Killed by corrupted gigantic corrosive tunneler at level 23 on the 2nd Haze 122nd year of Ascendancy at 12:39 Killed by corrupted gigantic corrosive tunneler at level 23 on the 2nd Haze 122nd year of Ascendancy at 14:12 Killed by corrupted gigantic corrosive tunneler at level 23 on the 2nd Haze 122nd year of Ascendancy at 15:30 |
Primary Stats
Strength | 44 (base 15) |
Dexterity | 53 (base 24) |
Constitution | 55 (base 36) |
Magic | 16 (base 10) |
Willpower | 10 (base 10) |
Cunning | 48 (base 40) |
Resources
Life | -90/964 |
Steam | 100/100 |
Healing Factor | 1.3977140249487 |
Regeneration | 12.592384534777 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 35 |
Accuracy | 43 |
Crit Chance | 15% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 43 |
Crit Chance | 15% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Physical | +22% |
Temporal | +3% |
Blight | +13% |
Arcane | +3% |
Cold | +23% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 29.335093952971 (52.857809501309%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 10 |
Physical Save | 38 |
Spell Save | 27 |
Mental Save | 35 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 33%( 70%) |
All | + 13%( 70%) |
Physical | + 14%( 70%) |
Lightning | + 34%( 70%) |
Light | + 20%( 70%) |
Temporal | + 25%( 70%) |
Mind | + 32%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 18%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 27% |
Bleed Resistance | 100% |
Pinning Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by Bulls-Eye. Escort: temporal explorer (level 3 of Trollmire) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Ulybers the pair of rough leather boots (0 def, 1 armour) Ulybers the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% physical / +3% darkness / +6% fire / +5% arcane / +5% cold Reduces incoming crit damage: 15.00% Spell save: +9 (+5 eff.) Blindness immunity: +10% Only die when reaching: -20.00 life A pair of boots made of leather. |
Quiver | pouch of iron shots 'Thunderrazor' (16/16, 108% power, 1 apr) pouch of iron shots 'Thunderrazor' (16/16, 108% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 108% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 10% chance to reduce armor by 26% Damage (Ranged): +20 acid / +6 light / +4 mind / +16 lightning Damage (radius 1) on hit: +4 lightning Damage against: +8% Undead When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Delulablek' brass lantern 'Delulablek'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% cold / +6% mind / +5% arcane Maximum life: +144.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Numaran the dwarven-steel gauntlets (0 def, 4 armour) Numaran the dwarven-steel gauntlets (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +4 Fatigue: +3% Damage (Melee): 8 blight / 8 temporal Damage (Ranged): 9 temporal Changes stats: +2 Str Changes resistances: +6% blight / +11% temporal / +3% light / +6% acid Changes damage: +4% blight / +3% temporal Talent granted: +2 Toxic Cannister Launcher Cut immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Chaligen the Poxtrail [power 188] (20 cooldown) Chaligen the Poxtrail [power 188] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +6% nature / +3% temporal Changes damage: +12% cold It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Poruldana' steel ring 'Poruldana'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Mag / +2 Con Changes resistances: +3% mind / +9% cold Disease immunity: +20% Disarm immunity: +27% Pinning immunity: +27% Knockback immunity: +24% Maximum life: +28.00 Infravision radius: +1 Rings make your fingers look great! |
On fingers | steel ring 'Bregyvon' steel ring 'Bregyvon'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 2 blight Changes stats: +3 Cun / +4 Mag Changes damage: +3% arcane Stun/Freeze immunity: +20% Life regen: +2.00 Spellpower: +21 (+11 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
Around neck | steel amulet 'Chillburst' steel amulet 'Chillburst'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +5 Cun / +6 Con Changes resistances penetration: +15% cold Disease immunity: +20% Cut immunity: +10% Knockback immunity: +20% Life regen: +2.00 Stamina each turn: +0.60 Maximum life: +80.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | Gloma the steel steamgun Gloma the steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon hit: * splashes acid on your target dealing 30 damage and reducing their armor Travel speed: +600% Damage (Ranged): +7 acid / +8 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Changes resistances: +6% blight Changes damage: +9% acid / +11% cold Talent cooldown: Strafe (-2 turns) Pinning immunity: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Falogarand the rough leather belt Falogarand the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 16 Damage when hit (Melee): 2 acid Changes resistances: +6% mind / +3% blight Changes damage: +6% acid / +9% blight Maximum encumbrance: +20 A belt that goes around your waist. |
In off hand | Bareledas Bareledas Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 On weapon hit: * splashes acid on your target dealing 30 damage and reducing their armor Travel speed: +600% Damage (Ranged): +8 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% light Changes damage: +22% physical Talents cooldown: Trick Shot (-4 turns) Strafe (-4 turns) Double Shots (-4 turns) Blindness immunity: +20% Maximum life: +80.00 Steampower: +16 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | cashmere cloak 'Islilramira' (7 def, 2 armour) cashmere cloak 'Islilramira' (7 def, 2 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +7 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +2 Dex Changes resistances: +24% lightning / +1% physical Physical save: +11 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+5 eff.) Stun/Freeze immunity: +40% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour 'Nerethra' (2 def, 8 armour) steel mail armour 'Nerethra' (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +8% acid / +6% cold / +5% arcane / +7% mind Allows you to breathe in: water Spell save: +11 (+6 eff.) Mental save: +18 (+7 eff.) Blindness immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 A suit of armour made of mail. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, light, nature) Prismatic Rune (6 turns; blight, physical, light, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 3 light, 5 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. biting gale rune (damage 129; dur 4; cd 19)biting gale rune (damage 129; dur 4; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 129.15 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 209; dur 3; cd 16) shielding rune of the duelist (absorb 209; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 3 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 spell talent. |
shielding rune of the sneak (absorb 293; dur 4; cd 14) shielding rune of the sneak (absorb 293; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 create a protective shield absorbing at most 293 damage for 4 turns. 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 spell talent. |
schematic: Acid Groove schematic: Acid GrooveRequires: - 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. |
schematic: Alchemist's Helper schematic: Alchemist's HelperRequires: - 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. |
schematic: Deflection Field schematic: Deflection FieldRequires: - 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. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - 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. |
schematic: Flare Shell schematic: Flare ShellRequires: - 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. |
schematic: Fungal Web schematic: Fungal WebRequires: - 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. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - 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. |
2 schematic: Mental Stimulator 2 schematic: Mental StimulatorRequires: - 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. |
schematic: Moss Tread schematic: Moss TreadRequires: - 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. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - 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. |
schematic: Saw Projector schematic: Saw ProjectorRequires: - 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. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - 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. |
schematic: Spring Grapple schematic: Spring GrappleRequires: - 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. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Ulorain UlorainInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to reduce all saves and defense by 18 Damage when hit (Melee): 2 blight Changes resistances: +12% temporal / +3% blight / +12% fire / +16% mind / +13% cold Changes damage: +6% blight Confusion immunity: +31% Pinning immunity: +20% Knockback immunity: +32% Amulets make your neck look great! |
copper amulet 'Dagubers' copper amulet 'Dagubers'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes stats: +1 Dex Changes resistances: +11% temporal Physical save: +6 (+3 eff.) Pinning immunity: +20% Knockback immunity: +21% Maximum stamina: +20.00 Amulets make your neck look great! |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +12% darkness Blindness immunity: +20% Amulets make your neck look great! |
Issyradar IssyradarInfused 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.) Changes stats: +4 Cun Changes resistances: +24% fire Changes damage: +3% mind / +12% fire Mental save: +5 (+2 eff.) Confusion immunity: +30% Equilibrium when hit: +0.12 Maximum mana: +60.00 Maximum vim: +10.00 Rings make your fingers look great! |
Lightningsmasher LightningsmasherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +9% lightning / +25% fire Changes damage: +9% mind / +11% fire Rings make your fingers look great! |
Sileriama SileriamaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +5% arcane / +29% fire Changes damage: +10% fire Light radius: +1 Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.22 cold and 9.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Blindroar' copper ring 'Blindroar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes stats: +3 Wil Changes resistances: +3% darkness / +20% cold Changes damage: +3% mind / +10% cold Equilibrium when hit: +0.08 Mindpower: +15 (+8 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Xenn the dwarven-steel battleaxe (138% power, 5 apr)Xenn the dwarven-steel battleaxe (138% power, 5 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +9 (+4 eff.) Changes stats: +6 Str / +3 Cun Disarm immunity: +48% Maximum psi: +30.00 See invisible: +9 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel battleaxe of massacre (153% power, 2 apr)truestriking dwarven-steel battleaxe of massacre (153% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of massacre (127% power, 7 apr)acidic dwarven-steel dagger of massacre (127% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 127% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Zanigund (152% power, 2 apr)Zanigund (152% power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 44% Damage (Melee): +13 nature When wielded/worn: Changes resistances: +9% cold Critical mult.: +20.00% Stun/Freeze immunity: +20% Mental crit. chance: +2% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatsword of amnesia (141% power, 2 apr)truestriking dwarven-steel greatsword of amnesia (141% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel longsword (125% power, 4 apr)warbringer's dwarven-steel longsword (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +13% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blooming thorny mindstar of life (100% power, 24 apr, mind damage)blooming thorny mindstar of life (100% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +10.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (94% power, 24 apr, nature damage)gifted thorny mindstar (94% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +11 (+6 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. void walker's ash starstaff of breaching (111% power, 3 apr, light element)void walker's ash starstaff of breaching (111% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness / +7% temporal Changes resistances penetration: +8% light Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Defense after a teleport: +9 Resist all after a teleport: +9% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
Dourwolf the steel steamgun Dourwolf the steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +800% Damage (Ranged): +7 acid / +4 physical Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% lightning Changes damage: +10% acid / +6% darkness Reduces incoming crit damage: 5.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Glaciernail GlaciernailRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 lightning / +8 temporal Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +8 temporal Attacks use: 2.0 Steam When wielded/worn: Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% light Changes resistances penetration: +10% cold Changes damage: +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tinkerer's Twinblaster Tinkerer's TwinblasterRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Attack speed: 100% Dam. multiplier: 50% Firing range: +4 Travel speed: +600% Multiple attacks: +2 Damage (Ranged): +5 physical Attacks use: 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
Titan TitanRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 175% Firing range: +3 Travel speed: +600% Attacks use: 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Xanynn XanynnRequires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce all saves and defense by 18 Travel speed: +600% Damage (Ranged): +16 mind Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +3% mind See invisible: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel steamguncaustic dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +14 acid / +5 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +8 Changes resistances penetration: +8% acid / +8% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel steamgun of enduringcaustic dwarven-steel steamgun of enduring Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +8 acid / +28 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +8 Changes stats: +7 Con / +7 Wil Changes resistances penetration: +11% acid / +8% nature Maximum life: +37.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamgun of firedwarven-steel steamgun of fire Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +8 fire Attacks use: 2.0 Steam When wielded/worn: Changes damage: +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of acid mighty steel steamgun of acidRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 acid Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes damage: +11% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun 'Loamviper' steel steamgun 'Loamviper'Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +8 On weapon hit: * 10% chance to slow global speed by 44% Travel speed: +600% Damage (Ranged): +9 lightning Damage (radius 1) on hit: +12 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +9.0% Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +5% arcane / +3% nature Changes damage: +12% lightning / +12% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. flaming steel steamsaw (65% power, 0 apr)flaming steel steamsaw (65% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 107% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 4 fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. steel steamsaw 'Plaguesage' (109% power, 0 apr)steel steamsaw 'Plaguesage' (109% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +25 On weapon hit: * 10% chance to slow global speed by 44% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 nature Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +9% nature / +12% lightning Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. windwalling dwarven-steel steamsaw of shrapnel (65% power, 0 apr)windwalling dwarven-steel steamsaw of shrapnel (65% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 123% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) Changes stats: +2 Wil Changes resistances: +10% physical Talent granted: +2 Block Slows Projectiles: +10% Bonus block near projectiles: +21 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Gorisadunasin the dwarven-steel waraxe (120% power, 4 apr)Gorisadunasin the dwarven-steel waraxe (120% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 cold / +7 temporal When wielded/worn: Physical crit. chance: +8.0% Armour: +4 Changes resistances: +3% cold / +13% temporal Cut immunity: +20% Psi when hit: +0.12 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe of massacre (125% power, 4 apr)arcing dwarven-steel waraxe of massacre (125% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage One-handed war axes. |
Carrionhunt the linen cloak (7 def, 0 armour) Carrionhunt the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +6% darkness Changes resistances penetration: +20% nature Changes damage: +3% nature Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. Purerazor (2 def, 0 armour)Purerazor (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+9 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +6% acid / +9% light / +6% lightning Changes resistances penetration: +10% nature Changes damage: +15% nature Maximum life: +64.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of Eldoral (2 def, 0 armour)resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +1 Dex Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe (0 def, 0 armour)cashmere robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Betivena (0 def, 4 armour)Betivena (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: -4% Changes stats: +3 Str / +4 Con Changes resistances: +18% lightning Maximum encumbrance: +29 Physical save: +7 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Nightweeper the pair of rough leather boots (0 def, 1 armour) Nightweeper the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 darkness Changes stats: +6 Lck / +4 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% darkness / +5% arcane Changes damage: +3% arcane / +12% blight Stealth bonus: +6 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 phasing (0 def, 3 armour)traveler's pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +3 Mag / +3 Wil Maximum encumbrance: +20 Physical save: +9 (+4 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 13 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 39 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Phlegmbile the iron gauntlets (0 def, 1 armour) Phlegmbile the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 cold Damage when hit (Melee): 2 nature Changes resistances: +3% nature / +5% cold Changes resistances penetration: +5% nature Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Woestreak (0 def, 6 armour) Woestreak (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes resistances: +12% acid / +3% nature / +3% darkness Changes damage: +4% physical Spell save: +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive dwarven-steel gauntlets (0 def, 2 armour) corrosive dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 acid Changes resistances: +6% acid Changes damage: +4% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hellswreck (0 def, 1 armour) Hellswreck (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 fire Changes stats: +1 Dex Changes resistances: +6% fire / +6% cold Critical mult.: +10.00% Physical save: +12 (+5 eff.) A cap made of leather. |
Lavadare the rough leather hat (0 def, 1 armour) Lavadare the rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes resistances: +6% fire Changes resistances penetration: +15% acid / +5% fire / +15% light Changes damage: +9% light / +3% fire A hat made of leather. Very stylish. |
Phoenixcrack the rough leather hat (0 def, 1 armour) Phoenixcrack the rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Dex Changes resistances: +3% fire Critical mult.: +10.00% Stamina each turn: +3.00 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Falydundur' (2 def, 0 armour)cashmere wizard hat 'Falydundur' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Con Psi each turn: +0.19 Equilibrium when hit: +0.12 Mindpower: +34 (+16 eff.) Mental crit. chance: +9% See invisible: +9 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Hazerune the dwarven-steel mail armour (3 def, 8 armour)Hazerune the dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +4 Dex / +2 Mag / +2 Cun / +7 Con Changes resistances penetration: +25% cold Maximum life: +48.00 A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
This item will automatically be transmogrified when you leave the level. Tarryruichik (3 def, 8 armour)Tarryruichik (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +15% cold / +3% fire / +3% temporal Changes damage: +3% acid Spell save: +3 (+2 eff.) Mental save: +13 (+6 eff.) Life regen: +3.00 Maximum life: +79.00 Healing mod.: +13% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +6.00 Stamina each turn: +0.50 Maximum life: +20.00 Healing mod.: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour (2 def, 6 armour)rejuvenating steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of mail. |
Velutha the Scumquell (9 def, 6 armour) Velutha the Scumquell (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 2 nature Changes resistances: +32% fire Changes resistances penetration: +25% blight Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (6 def, 4 armour)rejuvenating cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +2.50 Stamina each turn: +0.70 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (0 def, 11 armour)dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour of command (7 def, 15 armour)enlightening dwarven-steel plate armour of command (7 def, 15 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Defense: +7 (+3 eff.) Fatigue: +22% Changes stats: +6 Cun / +3 Wil Mental save: +27 (+10 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of winter (0 def, 6 armour, 83 block)dwarven-steel shield of winter (0 def, 6 armour, 83 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +12% cold Talent granted: +1 Block Handheld deflection devices. |
6 agate 6 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. |
333 alchemist agate 333 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 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
opal 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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 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. Poressra the FesterbloomPoressra the Festerbloom Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +6% nature Changes resistances penetration: +5% light Changes damage: +3% nature / +12% light Physical save: +7 (+3 eff.) Light radius: +6 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
Strikevile the brass lantern Strikevile the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning / +3% acid Changes damage: +6% lightning / +3% cold / +6% acid Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp of the zealotalchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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 Activation costs 202 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. |
potent healing salve [power 206] potent healing salve [power 206]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 120% efficiency and 61% cooldown modifier. It can be used to heal 206 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 120% efficiency and 61% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 157] simple healing salve [power 157]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 120% efficiency and 61% cooldown modifier. It can be used to heal 157 Activation puts Talent Medical Injector on cooldown for 15 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) Activation costs 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. |
Flashwasp (15/15, 108% power, 1 apr) Flashwasp (15/15, 108% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 108% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage Travel speed: +200% Damage (Ranged): +8 lightning / +4 fire Damage (radius 1) on hit: +12 fire Shots are used with slings to pummel your foes to death. |
flaming pouch of iron shots of vileness (17/17, 113% power, 1 apr) flaming pouch of iron shots of vileness (17/17, 113% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 16 Damage (Ranged): +5 blight Damage (radius 1) on hit: +6 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of steel shots of accuracy (14/14, 119% power, 2 apr)psychokinetic pouch of steel shots of accuracy (14/14, 119% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 120% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Damage (Ranged): +15 physical Shots are used with slings to pummel your foes to death. |
tundral pouch of iron shots of erosion (16/16, 111% power, 1 apr) tundral pouch of iron shots of erosion (16/16, 111% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 111% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Damage (Ranged): +6 nature / +8 cold Damage (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
steel saw projector steel saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
This item will automatically be transmogrified when you leave the level. extending dwarven-steel torque of gale force [power 230] (15 cooldown)extending dwarven-steel torque of gale force [power 230] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 281 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bulls-Eye the Skeleton Gunslinger level 10
20th Dusk 122nd year of Ascendancy at 18:59 see stats
By Bulls-Eye the Skeleton Gunslinger level 21
76th Dusk 122nd year of Ascendancy at 20:19 see stats
By Bulls-Eye the Skeleton Gunslinger level 10
20th Dusk 122nd year of Ascendancy at 18:58 see stats
By Bulls-Eye the Skeleton Gunslinger level 20
74th Dusk 122nd year of Ascendancy at 02:32 see stats
By Bulls-Eye the Skeleton Gunslinger level 9
8th Flare 122nd year of Ascendancy at 13:51 see stats
By Bulls-Eye the Skeleton Gunslinger level 9
10th Flare 122nd year of Ascendancy at 22:11 see stats
By Bulls-Eye the Skeleton Gunslinger level 22
77th Dusk 122nd year of Ascendancy at 19:55 see stats
By Bulls-Eye the Skeleton Gunslinger level 15
45th Dusk 122nd year of Ascendancy at 23:50 see stats
Log
You are sent back to the material plane!
Bulls-Eye strafes with his steamguns!
Bulls-Eye uses Slip Away.
Bulls-Eye picks up ( .): psychokinetic pouch of steel shots of accuracy (14/14, 119% power, 2 apr).
Corrupted gigantic corrosive tunneler uses Thermal Strike.
Corrupted gigantic corrosive tunneler performs a melee critical strike against Bulls-Eye!
Bulls-Eye resists!
Melee retaliation hits Corrupted gigantic corrosive tunneler for (0 to psi shield), 0 acid, (2 to psi shield), 2 temporal, (4 to psi shield), 6 nature, 2 blight (11 total damage).
Corrupted gigantic corrosive tunneler hits Bulls-Eye for (21 flat reduction), 359 cold, (21 flat reduction), 0 physical, (21 flat reduction), 80 cold (439 total damage).
Corrupted gigantic corrosive tunneler uses Shattering Shout.
Corrupted gigantic corrosive tunneler hits Bulls-Eye for (21 flat reduction), 273 physical (273 total damage).
Bulls-Eye's embedded restoration system activate.
Bulls-Eye receives 220 healing.
Corrupted gigantic corrosive tunneler uses Charged Strike.
Bulls-Eye shrugs off the effect 'Shocked'!
Melee retaliation hits Corrupted gigantic corrosive tunneler for (0 to psi shield), 0 acid, (2 to psi shield), 2 temporal, (4 to psi shield), 6 nature, 2 blight (11 total damage).
Corrupted gigantic corrosive tunneler hits Bulls-Eye for (21 flat reduction), 258 lightning, (17 flat reduction), 0 physical, (21 flat reduction), 90 lightning (348 total damage).
Corrupted gigantic corrosive tunneler has shook off the effects of their corrosion.
Melee retaliation hits Corrupted gigantic corrosive tunneler for (0 to psi shield), 0 acid, (2 to psi shield), 2 temporal, (4 to psi shield), 6 nature, 2 blight (11 total damage).
Corrupted gigantic corrosive tunneler's Beyond the Flesh hits Bulls-Eye for (21 flat reduction), 88 physical, (21 flat reduction), 41 light, (21 flat reduction), 19 darkness, (21 flat reduction), 5 physical (154 total damage).
Melee retaliation hits Corrupted gigantic corrosive tunneler for (0 to psi shield), 0 acid, (2 to psi shield), 2 temporal, (4 to psi shield), 6 nature, 2 blight (11 total damage).
Corrupted gigantic corrosive tunneler's Beyond the Flesh hits Bulls-Eye for (21 flat reduction), 102 physical, (21 flat reduction), 27 light, (21 flat reduction), 7 darkness (136 total damage).
Bulls-Eye the level 23 skeleton gunslinger was shadowed to death by corrupted gigantic corrosive tunneler on level 2 of Sandworm lair.
Bulls-Eye deactivates his cloak's restoration systems.