Scrying Orb
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:This orb will automatically identify items you find.
This item will automatically be transmogrified when you leave the level. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3
iron dagger (9-12 power, 5 apr)
Requires:
- Dexterity 111.00 Encumbrance.
Uses stats: 50% Str, 50% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +4.0%
Attack speed: 100%Sharp, short and deadly.
This item will automatically be transmogrified when you leave the level. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0
iron dagger (10-13 power, 5 apr)
Requires:
- Dexterity 111.00 Encumbrance.
Uses stats: 50% Str, 50% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +4.0%
Attack speed: 100%Sharp, short and deadly.
This item will automatically be transmogrified when you leave the level. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7
iron longsword (10-14 power, 2 apr)
Requires:
- Strength 113.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%Sharp, long, and deadly.
This item will automatically be transmogrified when you leave the level. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1
iron longsword (11-16 power, 2 apr)
Requires:
- Strength 113.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%Sharp, long, and deadly.
This item will automatically be transmogrified when you leave the level. Type: weapon / greatsword ; tier 1 Base power: 15.5 - 24.8
iron greatsword (15-24 power, 1 apr)
Requires:
- Strength 113.00 Encumbrance.
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +1
Crit. chance: +2.5%
Attack speed: 100%Massive two-handed swords.
This item will automatically be transmogrified when you leave the level. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0
elm vilestaff (10-12 power, 2 apr, darkness element)
Requires:
- Magic 115.00 Encumbrance.
It must be held with both hands.
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +2
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% darkness
Talent granted: +1 Command Staff
Spellpower: +3 (+3 eff.)
Spell crit. chance: +1%Staves designed for wielders of magic, by the greats of the art.
This item will automatically be transmogrified when you leave the level. Infused by Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8
mossy mindstar (2-2 power, 12 apr, nature damage)
Requires:
- Willpower 11
3.00 Encumbrance.
Uses stats: 50% Wil, 30% Cun
Damage type:
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +12
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Talent granted: +1 Attune Mindstar
Mindpower: +2 (+2 eff.)
Mental crit. chance: +1%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. Infused by Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3
mossy mindstar (3-3 power, 12 apr, nature damage)
Requires:
- Willpower 11
3.00 Encumbrance.
Uses stats: 50% Wil, 30% Cun
Damage type:
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +12
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Talent granted: +1 Attune Mindstar
Mindpower: +2 (+2 eff.)
Mental crit. chance: +1%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. Type: armor / shield ; tier 1
iron shield (0 def, 2 armour, 9-11 power, 19.5 block)
Requires:
- Shield usage training
- Cunning 117.00 Encumbrance.
Base power: 9.5 - 11.4
Uses stat: 100% Cun
Damage type: Physical
Mastery: Stoneshield
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +2.5%
Block value: +19
When wielded/worn:
Armour: +2
Fatigue: +8%
Talent granted: +1 Block Handheld deflection devices.
This item will automatically be transmogrified when you leave the level. Type: armor / shield ; tier 1
iron shield (0 def, 2 armour, 9-11 power, 22 block)
Requires:
- Shield usage training
- Cunning 117.00 Encumbrance.
Base power: 9.5 - 11.4
Uses stat: 100% Cun
Damage type: Physical
Mastery: Stoneshield
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +2.5%
Block value: +22
When wielded/worn:
Armour: +2
Fatigue: +8%
Talent granted: +1 Block Handheld deflection devices.
This item will automatically be transmogrified when you leave the level. Type: armor / hands ; tier 1
iron gauntlets (0 def, 1 armour)
Requires:
- Heavy armour training1.50 Encumbrance.
Armour: +1
Fatigue: +1%
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.
This item will automatically be transmogrified when you leave the level. Type: armor / hands ; tier 1
rough leather gloves (0 def, 1 armour)
1.00 Encumbrance.
Armour: +1
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.
This item will automatically be transmogrified when you leave the level. Type: armor / light ; tier 1
rough leather armour (3 def, 2 armour)
Requires:
- Strength 109.00 Encumbrance.
Armour: +2
Defense: +3 (+3 eff.)
Fatigue: +6%A suit of armour made of leather.
This item will automatically be transmogrified when you leave the level. Type: armor / cloth ; tier 1
linen robe (0 def, 0 armour)
2.00 Encumbrance.
Changes resistances: +7% allA cloth vestment. It offers no intrinsic protection but can be enchanted.
This item will automatically be transmogrified when you leave the level. Type: scroll / rune
manasurge rune (regen 600% over 10 turns; mana 30; cd 17)
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell and usable during Aether Avatar
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (15 total) and instantly restoring 30 mana.
Also when resting your mana will regenerate at 0.5 per turn.
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. Type: weapon / longbow ; tier 1 Accuracy bonus:
elm longbow
Requires:
- Dexterity 11
- Talent Shoot4.00 Encumbrance.
It must be held with both hands.
Attack speed: 100%
Firing range: +6Longbows are used to shoot arrows at your foes.
This item will automatically be transmogrified when you leave the level. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0
quiver of elm arrows (11/11, 15-21 power, 5 apr)
Requires:
- Dexterity 113.00 Encumbrance.
Uses stats: 50% Str, 70% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +5
Crit. chance: +1.0%
Capacity: 11Arrows are used with bows to pierce your foes to death.
This item will automatically be transmogrified when you leave the level. Type: weapon / sling ; tier 1 Accuracy bonus:
rough leather sling
Requires:
- Dexterity 11
- Talent Shoot4.00 Encumbrance.
Attack speed: 100%
Firing range: +6Slings are used to hurl stones or metal shots at your foes.
This item will automatically be transmogrified when you leave the level. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0
pouch of iron shots (12/12, 15-18 power, 1 apr)
Requires:
- Dexterity 113.00 Encumbrance.
Uses stats: 50% Cun, 70% Dex
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +1
Crit. chance: +4.0%
Capacity: 12Shots are used with slings to pummel your foes to death.
This item will automatically be transmogrified when you leave the level. Type: armor / cloak ; tier 1
linen cloak (1 def, 0 armour)
2.00 Encumbrance.
Defense: +1 (+1 eff.)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. Powered by Type: weapon / steamsaw ; tier 1 Base power: 11.5 - 17.2
iron steamsaw (11-17 power, 0 apr)
Requires:
- Strength 11
- Talent Steam Pool
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Steamsaw Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Crit. chance: +1.5%
Attack speed: 100%
Block value: +13
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +2
Defense: +2 (+2 eff.)
Fatigue: +4%
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. Powered by Type: weapon / steamsaw ; tier 1 Base power: 9.0 - 13.5
iron steamsaw (9-13 power, 0 apr)
Requires:
- Strength 11
- Talent Steam Pool
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Steamsaw Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Crit. chance: +1.5%
Attack speed: 100%
Block value: +11
Attacks use: 1.0 Steam
When wielded/worn:
Armour: +2
Defense: +2 (+2 eff.)
Fatigue: +4%
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. Powered by Type: weapon / steamgun ; tier 1 Accuracy bonus:
iron steamgun
Requires:
- Dexterity 11
- Talent Shoot
- Talent Steam Pool
4.00 Encumbrance.
Armour Penetration: +3
Attack speed: 100%
Firing range: +6
Travel speed: +600%
Attacks use: 2.0 SteamSteamguns 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. Powered by Type: weapon / steamgun ; tier 1 Accuracy bonus:
iron steamgun
Requires:
- Dexterity 11
- Talent Shoot
- Talent Steam Pool
4.00 Encumbrance.
Armour Penetration: +3
Attack speed: 100%
Firing range: +6
Travel speed: +600%
Attacks use: 2.0 SteamSteamguns 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. Type: scroll / implant ; tier 1
steam generator implant (steam 4)
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Steam generator that permanently creates 4.2 steam per turn.
Can be activated for an instant burst of 21 steam.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
This item will automatically be transmogrified when you leave the level. Type: scroll / implant ; tier 1
medical injector implant (efficiency 80% / cooldown 68%)
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 68%.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
This item will automatically be transmogrified when you leave the level. Type: scroll / implant ; tier 1
medical injector implant (efficiency 82% / cooldown 87%)
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a steamtech power
Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 87%.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
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.
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.