Items may be found on the ground, dropped by monsters, gained from quests, or bought from stores
Types of Items
Items are divided into different types, that usually fits into specific slots of characters.
Most items are ranked into tiers.
|Two-handed||May wield in offhand?||Stat requirement||Uses stat for base damage (Avg. randomized damage):||Accuracy Bonus|
|Battleaxes||-||Strength||120% (150%) Strength||0.2% Critical Chance|
|Greatswords||-||Strength||120% (156%) Strength||0.4% Critical Multiplier|
|Greatmauls||-||Strength||120% (150%) Strength||0.1% Weapon Damage|
|Staffs||-||Magic||80% (88%) Magic||2.5% Proc Damage! (1.25% for short staves)|
|Tridents||-||Strength||120% (?) Strength||0.1% Weapon Damage|
|One-handed||May wield in offhand?||Stat requirement||Uses stat:||Accuracy Bonus|
|Waraxe||No||Strength||100% (120%) Strength||0.2% Critical Chance|
|Longsword||No||Strength||100% (120%) Strength||0.4% Critical Multiplier|
|Mace||No||Strength||100% (120%) Strength||0.1% Weapon Damage|
|Daggers||Yes||Dexterity||45% Strength 45% Dexterity (51.75%/51.75%)||Armor Penetration|
|Whips||Yes||Dexterity||100% Dexterity||0.4% Critical Multiplier|
|Mindstars||Yes||Willpower||Varies depending on tier andtalent level||Accuracy determined by Willpower, not Dexterity. No bonus effect|
|Ranged||Main-hand only?||Stat requirement||Uses stat:||Accuracy Bonus|
|Bows||No||Dexterity||Use ammo stat||Use ammo|
|Slings||No||Dexterity||Use ammo stat||Use ammo|
|Misc||May wield in offhand?||Stat requirement||Uses stat:||Accuracy Bonus|
|Quivers||N/A||Dexterity||70% Strength 50% Strength (77%/55%)||0.2% Critical Chance|
|Pouches||N/A||Dexterity||70% Dexterity 50% Cunning (77%/55%)||0.1% Weapon Damage|
Armour generally increases your survivability.
Body Armor comes in 4 categories, Robes, Light (leather), Heavy (chain), and Massive (plate)
- Heavier armor comes with higher % Fatigue, increasing the stamina, mana, psi, hate, positive energy, and negative energy cost of skills, but not equilibrium, vim, paradox, or steam costs.
- Heavy armor cannot be equipped without rank 1 Armour Training; massive armour cannot be equipped without rank 3. Armour Training also increases the benefits of heavy and massive armor, granting bigger bonuses for massive.
- Mobile Defence, a Mobility talent, improves the effects of light armor.
- Rogues and Shadowblades cannot use Stealth in heavy or massive armor.
- Many Brawler skills cannot be used in massive armor.
Head, Hand, and Foot armours come in just 3 types, cloth, leather, and metal. Level 1 armour training is required to equip metal, but there is no other difference. Talents like Stealth that cannot be used with metal body armor CAN be used with metal boots, helms, and gauntlets.
Inscriptions are activated abilities available to all characters, which provide general purpose help for the character. They include healing, removal of bad status effects, shielding from damage, increased visibility in dark areas, increased movement speed, teleportation, and elemental damage attacks.
See the full Inscriptions page for more information.
The Transmogrification Chest is a plot/utility artifact.
Once obtained, any new items are automatically placed into the chest, where they do not count toward current encumbrance. When changing a level (forced) or at any time, the chest may be invoked to destroy the items inside, and return gold; more powerful items produce more gold. Items inside the chest may also be transferred to regular inventory, where they will count against your encumbrance, but are also available for use.
All items are crafted by someone, or something. A power source is the source of an item's power. In most cases, an item's power source does not impact gameplay, but there are some exceptions to this:
- Being Anti-magic prevents you from equipping Arcane powered items.
- Wearing arcane disrupting items will randomly cause any talent with the is a spell property to fail. This includes runes and sustained talents. The chance of failure is 10% per material level of the item. Items without a material level will be treated as if they were level 1.
- The Solipsists' Psychometry grants bonus mindpower for nature, psionic, and arcane disrupting items
- The Tinker's Innovation grants bonuses to master-crafted and steamtech items
There are 7 different power sources:
- Powered by arcane forces - Associated with mages
- Infused by nature - Natural forces, originating from the land itself
- Infused by arcane disrupting forces - Items made by Anti-magic groups, like the Ziguranth
- Crafted by a master: - Crafted by smiths and similar people without any association to magic or nature
- Infused by psionic forces - Natural forces that have evolved to keep up with magic
- Powered by unknown forces - Mysterious or Otherworldly forces
- Powered by steamtech - Steam powered! (introduced in Embers of Rage)
There are 7 different item colors, based on rarity and egos.
- white - base items with no ego modifiers
- light green - one or two lesser ego modifiers
- blue - one greater or one greater and one lesser ego modifier
- violet - two greater ego modifiers
- pink - multiple randomized bonuses, including effects not normally found on this item type or from this power source
- orange - random artifacts
- yellow - standard Artifacts
Item materials have no other function in game other than to indicate the item tier.
Tier is the first factor in determining an item's abilities. Higher tier weapons do more damage, and have higher stat requirements to equip. Higher tier armor gives higher Armour and Defense, and so on.
Gems also have tiers; see their page for details.