teleportation rune of the wizard (range 32; cd 14) Type: scroll / rune
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15.
Its effects scale with your Magic 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.
teleportation rune of the wizard (range 45; cd 19) Type: scroll / rune
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15.
Its effects scale with your Magic 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: Armour Reinforcement Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Focus Lens Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Pain Suppressor Salve Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
marksman's copper ring of tenacity Type: jewelry / ring ; tier 1
Crafted by a master
0.10 Encumbrance.
Accuracy: +4 (+1 eff.)
Changes stats: +2 Dex
Disarm immunity: +20%
Pinning immunity: +20%
Knockback immunity: +21%
Maximum life: +21.00Rings make your fingers look great!
Unerring Scalpel (15-20 power, 25 apr) Powered by Base power: 15.0 - 19.5
Requires:
- Cunning 16
1.00 Encumbrance.[Unique]
Type: weapon / dagger ; tier 1
Uses stats: 45% Str, 55% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +25
Attack speed: 100%
Damage Shield penetration (this weapon only): +50%
When wielded/worn:
Accuracy: +20 (+5 eff.)
Blind-Fight: This item allows the wearer to attack unseen targets without any penalties.This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.
This item will automatically be transmogrified when you leave the level. Powered by Base power: 31.0 - 46.5
steel greatmaul 'Huridan' (31-46 power, 15 apr)
Requires:
- Strength 16
Crafted by a master
5.00 Encumbrance.[Random Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +1.0%
Attack speed: 100%
Damage Shield penetration (this weapon only): +16%
Damage (Melee): +13 cold
When wielded/worn:
Accuracy: +13 (+4 eff.)
Changes stats: +5 Str
Changes damage: +3% blight / +10% physical
Mana each turn: +0.12
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%Massive two-handed mauls.
This item will automatically be transmogrified when you leave the level. Powered by Type: weapon / longbow ; tier 2 Accuracy bonus:
caustic ash longbow of fire
Requires:
- Dexterity 16
- Talent Shoot
Infused by nature
4.00 Encumbrance.
It must be held with both hands.
Attack speed: 100%
Firing range: +7
Damage (Ranged): +12 fire
Damage (radius 2) on crit: +12 acid / +11 nature
When wielded/worn:
Armour penetration: +8
Changes resistances penetration: +11% acid / +9% nature
Changes damage: +17% fireLongbows are used to shoot arrows at your foes.
This item will automatically be transmogrified when you leave the level. Powered by Type: weapon / longbow ; tier 2 Accuracy bonus:
steady ash longbow of fire
Requires:
- Dexterity 16
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
It must be held with both hands.
Attack speed: 100%
Firing range: +7
Damage (Ranged): +11 fire
When wielded/worn:
Accuracy: +9 (+3 eff.)
Physical crit. chance: +3.0%
Changes damage: +12% fireLongbows are used to shoot arrows at your foes.
This item will automatically be transmogrified when you leave the level. Powered by Type: weapon / mace ; tier 3
chilling dwarven-steel mace of massacre (33-46 power, 4 apr)
Requires:
- Strength 24
Crafted by a master
3.00 Encumbrance.
Base power: 33.0 - 46.2
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +1.5%
Attack speed: 100%
Damage (Melee): +8 coldBlunt and deadly.chilling dwarven-steel mace of massacre (33-46 power, 4 apr)
This item will automatically be transmogrified when you leave the level. Crafted by Type: weapon / sling ; tier 3 Accuracy bonus:
Festerreaper the hardened leather sling
Requires:
- Dexterity 24
- Talent Shoot
4.00 Encumbrance.
Attack speed: 100%
Firing range: +9
On weapon hit:
* 20% chance to slow global speed by 43%
When wielded/worn:
Armour: +2
Defense: +20 (+8 eff.)
Changes stats: +5 Dex / +5 MagSlings are used to hurl stones or metal shots at your foes.
This item will automatically be transmogrified when you leave the level. Crafted by Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0
Shadowtooth (20-24 power, 4 apr, darkness element)
Requires:
- Magic 24
5.00 Encumbrance.
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +4
Crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +6 (+2 eff.)
Physical crit. chance: +7.0%
Physical power: +7 (+2 eff.)
Damage when hit (Melee): 6 darkness
Changes damage: +20% darkness
Talent granted: +1 Command Staff
Cut immunity: +20%
Life regen: +4.00
Spellpower: +16 (+12 eff.)
Spell crit. chance: +6%
Mindpower: +25 (+12 eff.)Staves designed for wielders of magic, by the greats of the art.
Tinkerer's Twinblaster Powered by Mastery:
Requires:
- Dexterity 20
- Talent Shoot
- Talent Steam Pool
4.00 Encumbrance.[Unique]
Type: weapon / steamgun ; tier 1
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 SteamThis gun seems to be some experiment in firing multiple shots simultaneously.
The design is somewhat rudimentary, but it seems to work.
This item will automatically be transmogrified when you leave the level. Infused by Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8
Arcsweep (22-34 power, 0 apr)
Requires:
- Strength 24
- Talent Steam Pool
Powered by steamtech
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Crit. chance: +3.0%
Attack speed: 100%
Block value: +46
On weapon hit:
* 8% chance to slow global speed by 43%
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%
Damage when hit (Melee): 6 lightning
Changes stats: +1 Cun / +3 Mag
Talent granted: +2 Block
Infravision radius: +1
See invisible: +6Steamsaws 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. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3
steel waraxe (14-20 power, 3 apr)
Requires:
- Strength 163.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +3
Crit. chance: +4.0%
Attack speed: 100%One-handed war axes.
This item will automatically be transmogrified when you leave the level.
Rope Belt of the Thaloren
Infused by nature
1.00 Encumbrance.[Unique]
Type: armor / belt ; tier 2When wielded/worn:
Changes stats: +7 Cun / +8 Wil
Talent mastery: +0.20 Wild-gift / Harmony
Mindpower: +15 (+7 eff.)
Mental crit. chance: +15%The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.
This item will automatically be transmogrified when you leave the level. Crafted by Type: armor / feet ; tier 1
Galiduldil the Freezerock (0 def, 3 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.
Armour: +3
Fatigue: +2%
Changes stats: +3 Str / +3 Con
Changes resistances: +6% temporal / +3% darkness / +3% cold / +3% nature / +9% mind
Changes damage: +12% mind
Spell save: +3 (+3 eff.)
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 7
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
Flamewrought (0 def, 2 armour)
Infused by nature
1.00 Encumbrance.[Unique]
Type: armor / hands ; tier 1When wielded/worn:
Armour: +2
Changes stats: +2 Cun / +3 Wil
Changes resistances: +10% fire
Changes damage: +5% fire
Mindpower: +2 (+1 eff.)
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.
It can be used to activate talent Flamespit (costing 8 power out of 24/24) :
Effective talent level: 3.0
Power cost: 8 out of 24/24.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Spits a bolt of fire, doing 33.46 fire damage.
The damage will increase with your Mindpower.These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.
Cloud Caller (0 def, 0 armour)
Infused by nature
2.00 Encumbrance.[Unique]
Type: armor / head ; tier 1When wielded/worn:
Changes resistances: +10% lightning / +10% cold
Changes damage: +10% lightning / +10% cold
A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn.
It can be used to activate talent Call Lightning (costing 15 power out of 30/30) :
Effective talent level: 1.0
Power cost: 15 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 26.01 to 78.03 lightning damage (52.02 average).
The damage will increase with your Mindpower.This hat's broad brim protects you from biting colds and sudden storms.
This item will automatically be transmogrified when you leave the level. Type: armor / head ; tier 3
Gildathra the Brandbone (2 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.
Defense: +2 (+1 eff.)
Changes resistances: +9% blight / +27% fire / +19% darkness
Changes resistances penetration: +10% fire
Changes damage: +13% darknessA pointy cloth hat, very wizardly...
This item will automatically be transmogrified when you leave the level. Type: armor / head ; tier 3
Rhehor the Dourvault (0 def, 5 armour)
Crafted by a master
2.00 Encumbrance.
Armour: +5
Fatigue: +3%
Changes stats: +3 Cun / +2 Wil
Changes resistances: +12% temporal
Changes resistances penetration: +5% darkness
Hate when firing a critical mind attack: +4.00
Infravision radius: +2A hat made of leather. Very stylish.
Steel Helm of Garkul (0 def, 6 armour) Infused by
Requires:
- Heavy armour training
- Strength 16
3.00 Encumbrance.[Unique]
Type: armor / head ; tier 2It is part of a set of items.
Another of Garkul's heirlooms would bring out his spirit.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes stats: +5 Str / +4 Wil / +5 Con
Changes damage: +10% physical
Talent mastery: +0.20 Technique / Thuggery
Physical save: +12 (+6 eff.)
Spell save: +12 (+11 eff.)
Mental save: +12 (+6 eff.)A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.
This item will automatically be transmogrified when you leave the level. Type: armor / head ; tier 1
Woefiend the rough leather cap (0 def, 3 armour)
Crafted by a master
2.00 Encumbrance.
Armour: +3
Fatigue: +1%
Changes stats: +4 Wil
Changes resistances: +9% darkness
Changes damage: +6% darkness
Mana each turn: +0.08
Infravision radius: +2A cap made of leather.Woefiend the rough leather cap (0 def, 3 armour)
This item will automatically be transmogrified when you leave the level. Type: armor / head ; tier 1 Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower.
linen wizard hat of madness (1 def, 0 armour)
Infused by psionic forces
2.00 Encumbrance.
Defense: +1 (+0 eff.)
Changes stats: +1 Cun / +2 Wil
Mental save: +13 (+6 eff.)
Mental crit. chance: +4%
It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown :
Effective talent level: 2.0
Power cost: 15 out of 15/15.
Range: 5
Travel Speed: instantaneous
Is: a mind power
Description: Infect a target's mind with a virulent whisper that deals 59 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns.
rough leather hat 'Zubadamina' (0 def, 1 armour) Type: armor / head ; tier 1
Infused by nature
2.00 Encumbrance.
Armour: +1
Fatigue: +1%
Changes resistances: +3% lightning / +9% temporal / +6% blight / +8% cold / +12% acid
Allows you to breathe in: water A hat made of leather. Very stylish.
This item will automatically be transmogrified when you leave the level. Infused by Type: armor / heavy ; tier 2
radiant steel mail armour (2 def, 6 armour)
Requires:
- Heavy armour training
- Strength 20
14.00 Encumbrance.
Armour: +6
Defense: +2 (+1 eff.)
Fatigue: +12%
Changes stats: +1 Wil
Changes resistances: +14% blight / +11% darkness
Light radius: +1A suit of armour made of mail.
steel mail armour 'Elotira' (9 def, 14 armour) Crafted by
Requires:
- Heavy armour training
- Strength 20
Infused by psionic forces
14.00 Encumbrance.[Random Unique]
Type: armor / heavy ; tier 2When wielded/worn:
Armour: +14
Defense: +9 (+4 eff.)
Fatigue: +8%
Changes stats: +2 Cun / +1 Con
Changes resistances: +17% acid / +3% cold
Critical mult.: +10.00%
Physical save: +6 (+3 eff.)
Spell save: +3 (+3 eff.)
Mental save: +11 (+5 eff.)A suit of armour made of mail.
This item will automatically be transmogrified when you leave the level. Powered by Type: armor / light ; tier 2
prismatic cured leather armour of stability (6 def, 4 armour)
Requires:
- Strength 14
Crafted by a master
9.00 Encumbrance.
Armour: +4
Defense: +6 (+3 eff.)
Fatigue: +7%
Changes resistances: +6% physical / +11% light / +11% darkness
Physical save: +11 (+5 eff.)A suit of armour made of leather.
This item will automatically be transmogrified when you leave the level. Crafted by Type: armor / shield ; tier 3
Glitterdare the dwarven-steel shield (0 def, 6 armour, 77.5 block)
Requires:
- Shield usage training
- Strength 24
7.00 Encumbrance.
When wielded/worn:
Armour: +6
Fatigue: +8%
Effects on melee hit:
* 10% chance to reduce all saves and defense by 17
Damage when hit (Melee): 2 light
On shield block:
* Cause enemies within radius 6 to bleed for 170 physical damage over 5 turns (1/turn)
Changes resistances penetration: +20% light
Changes damage: +9% light
Talent granted: +1 Block
Light radius: +3Handheld deflection devices.
This item will automatically be transmogrified when you leave the level. Crafted by Type: armor / shield ; tier 3
dwarven-steel shield of physical resistance (+15%) (0 def, 6 armour, 84.5 block)
Requires:
- Shield usage training
- Strength 24
7.00 Encumbrance.
When wielded/worn:
Armour: +6
Fatigue: +8%
Changes resistances: +15% physical
Talent granted: +1 Block Handheld deflection devices.
This item will automatically be transmogrified when you leave the level. Infused by Type: armor / shield ; tier 2
flaming steel shield of lightning resistance (+16%) (0 def, 4 armour, 43.5 block)
Requires:
- Shield usage training
- Strength 16
Crafted by a master
7.00 Encumbrance.
When wielded/worn:
Armour: +4
Fatigue: +8%
Damage (Melee): 5 fire
Damage when hit (Melee): 3 fire
Changes resistances: +16% lightning
Talent granted: +1 Block Handheld deflection devices.
This item will automatically be transmogrified when you leave the level. Infused by Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0
quiver of ash arrows of erosion (18/18, 20-28 power, 7 apr)
Requires:
- Dexterity 16
3.00 Encumbrance.
Uses stats: 50% Str, 70% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +1.5%
Capacity: 18
Damage (Ranged): +11 natureArrows are used with bows to pierce your foes to death.
5 agate Type: gem / black ; tier 1
0.00 Encumbrance.
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: AcidGems can be sold for money or used in arcane rituals.
181 alchemist agate Type: alchemist-gem / black ; tier 1
0.00 Encumbrance.
Bomb damage +5%Gems can be sold for money or used in arcane rituals.
Forbidden Tome: "The Illusory Castle"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbiddenIt can be used to read the book.The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.
3 spinel Type: gem / green ; tier 1
0.00 Encumbrance.
Defense: +2 (+1 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+2 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+1 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+2 eff.)
Mental save: +2 (+1 eff.)
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Planar Beacon
Powered by arcane forces
1.00 Encumbrance.[Unique]
Type: lite / liteWhen wielded/worn:
Light radius: +3
It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 5
Travel Speed: instantaneous
Is: a spell
Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.A strange orb of demonic origins. It glows with a surreal red light.
This item will automatically be transmogrified when you leave the level. Type: lite / lite ; tier 3
Xath
Infused by nature
1.00 Encumbrance.
Effects on melee hit:
* 20% chance to reduce all saves and defense by 17
Changes stats: +1 Mag
Changes resistances penetration: +10% arcane
Changes damage: +6% arcane / +6% mind
Mana when firing critical spell: +1.00
Maximum life: +54.00
Light radius: +4A normal brass lantern, enhanced by alchemy to make it brighter.
This item will automatically be transmogrified when you leave the level. Type: lite / lite ; tier 3
alchemist's lamp 'Frozenbringer'
Infused by nature
1.00 Encumbrance.
Damage when hit (Melee): 2 cold
Changes damage: +3% mind / +9% cold
Physical save: +8 (+4 eff.)
Psi when hit: +0.40
Light radius: +4
Healing mod.: +16%A normal brass lantern, enhanced by alchemy to make it brighter.
Prox's Lucky Halfling Foot
Infused by nature
2.00 Encumbrance.[Unique]
Type: tool / misc ; tier 1When 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 turnA 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.
Scrying Orb
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:This orb will automatically identify items you find.
Automated Portable Extractor Activation costs 0 power out of 1000/1000.
Powered by steamtech
0.00 Encumbrance.[Plot Item]
Type: tinker / powerWhen carried:
It can be used to melt all the items in the APE at once (also done automatically when you change level)
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.
Rod of Annulment (1/1) Activation costs 30 power out of 30/30.
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: charm / rod ; tier 2It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5)
Rod of Recall (1/1) Activation costs 202 power out of 400/400.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: charm / rodIt can be used to recall the user to the worldmap after 40 turns
You have heard of such items before. They are very useful to adventurers, allowing faster travel.
simple frost salve [power 11] Type: misc / salve ; tier 1 Activation puts Talent Medical Injector on cooldown for 25 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
Activating this item is instant.
It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity)
simple healing salve [power 136] Type: misc / salve ; tier 1 Activation puts Talent Medical Injector on cooldown for 15 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
It can be used to heal 136
Transmogrification Chest Activation costs 0 power out of 1000/1000. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: chest / sher'tulWhen carried:
It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.
This item will automatically be transmogrified when you leave the level. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2
pouch of dwarven-steel shots (20/20, 36-43 power, 3 apr)
Requires:
- Dexterity 243.00 Encumbrance.
Uses stats: 50% Cun, 70% Dex
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +5.0%
Capacity: 20Shots are used with slings to pummel your foes to death.
amethyst Type: gem / violet ; tier 2
0.00 Encumbrance.
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: ArcaneGems can be sold for money or used in arcane rituals.
7 ametrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
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: LightGems can be sold for money or used in arcane rituals.
4 citrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
Light radius: +4
Infravision radius: +4
When used to imbue an object:
Light radius: +4
Infravision radius: +4
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
3 zircon Type: gem / yellow ; tier 1
0.00 Encumbrance.
Armour: +1
Changes resistances: +1% all
When used to imbue an object:
Armour: +1
Changes resistances: +1% all
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.