iron torque of thermal psionic shield [power 23] (20 cooldown)
Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 1
It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.
iron torque of thermal psionic shield [power 23] (20 cooldown)Requires:
- Level 15
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 1
It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.
Sunstone
Requires:
- Level 15
Powered by arcane forces
Powered by steamtech
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +10% cold
Changes damage: +10% light / +10% fire
Steampower: +8 (+4 eff.)
Steam each turn: +1.00
This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam?
This item has been sent to the Item's Vault.
SunstoneRequires:
- Level 15
Powered by arcane forces
Powered by steamtech
0.10 Encumbrance.
[Unique]
Type: jewelry / amulet ; tier 2
When wielded/worn:
Changes resistances: +10% cold
Changes damage: +10% light / +10% fire
Steampower: +8 (+4 eff.)
Steam each turn: +1.00
This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam?
This item has been sent to the Item's Vault.
Haluneg the cured leather sling
Requires:
- Dexterity 16
- Talent Shoot
Infused by nature
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / sling ; tier 2
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +7
On weapon hit:
* 20 arcane resource burn
When wielded/worn:
Effects on ranged hit:
* 20 arcane resource burn
Changes stats: +6 Wil / +3 Cun / +10 Con
Changes resistances: +3% lightning / +3% cold
Changes resistances penetration: +6% physical
Talent mastery: +0.10 Wild-gift / Fungus
Maximum life: +31.00
It can be used to regenerate 60 life over 5 turns
Activation puts all charms on cooldown for 20 turns.
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.
Haluneg the cured leather slingRequires:
- Dexterity 16
- Talent Shoot
Infused by nature
Crafted by a master
4.00 Encumbrance.
[Random Unique]
Type: weapon / sling ; tier 2
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 100%
Firing range: +7
On weapon hit:
* 20 arcane resource burn
When wielded/worn:
Effects on ranged hit:
* 20 arcane resource burn
Changes stats: +6 Wil / +3 Cun / +10 Con
Changes resistances: +3% lightning / +3% cold
Changes resistances penetration: +6% physical
Talent mastery: +0.10 Wild-gift / Fungus
Maximum life: +31.00
It can be used to regenerate 60 life over 5 turns
Activation puts all charms on cooldown for 20 turns.
Slings are used to hurl stones or metal shots at your foes.
This item has been sent to the Item's Vault.
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 40 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.
This item has been sent to the Item's Vault.
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 40 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.
This item has been sent to the Item's Vault.
pixie's steel ring of pilfering
Requires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +7 (+3 eff.)
Armour penetration: +8
Defense: +9 (+3 eff.)
Changes stats: +3 Cun / +3 Mag
Spellpower: +6 (+2 eff.)
It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :
Effective talent level: 2.0
Power cost: 10 out of 10/10.
Range: 7
Travel Speed: instantaneous
Description: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.
Rings make your fingers look great!
This item has been sent to the Item's Vault.
pixie's steel ring of pilferingRequires:
- Level 15
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +7 (+3 eff.)
Armour penetration: +8
Defense: +9 (+3 eff.)
Changes stats: +3 Cun / +3 Mag
Spellpower: +6 (+2 eff.)
It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :
Effective talent level: 2.0
Power cost: 10 out of 10/10.
Range: 7
Travel Speed: instantaneous
Description: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.
Rings make your fingers look great!
This item has been sent to the Item's Vault.
Gloomcutter [power 194] (15 cooldown)
Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
When wielded/worn:
Damage when hit (Melee): 2 darkness
Changes resistances: +6% darkness
Changes resistances penetration: +15% darkness
Changes damage: +9% darkness
Light radius: +1
See invisible: +9
It can be used to sting an enemy dealing 210 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase the duration of 1 beneficial effects by 2.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.
Gloomcutter [power 194] (15 cooldown)Requires:
- Level 15
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 2
When wielded/worn:
Damage when hit (Melee): 2 darkness
Changes resistances: +6% darkness
Changes resistances penetration: +15% darkness
Changes damage: +9% darkness
Light radius: +1
See invisible: +9
It can be used to sting an enemy dealing 210 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 15 turns.
When used:
* Increase the duration of 1 beneficial effects by 2.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.