Welcome to the U25 loot thread! Since the loot that is available on Lammania is still in a rough form, we wanted to give you a better idea of how the finished product will look. Everything below is subject to change as plans change and adjustments are made. Feel free to comment with any feedback or suggestions you may have.
Starting with U25 we are taking a new approach with itemization. The goal is to have fewer effects, which are more powerful, on the items which allows for a wider variety of the loot created.
At the same time we are attempting a new approach with the Mythic aspect of loot. Our new approach will have items show up with a mythic effect that will give a bonus to PRR and MRR or to Melee Power, Spell Power, and Ranged Power depending on the slot of the item. There will be a more common lower power version of the mythic effect and a rare chaser level that has a bit more power. The Mythic bonuses from each slot stack with one another. Example: You have a +2 bonus to PRR and MRR from your shield and a +1 to PRR and MRR from your necklace, you will have a total of +3 PRR and MRR.
ToEE Loot
There are two forms of loot in Temple of Elemental Evil. The first is an upgradeable system including almost all melee and ranged weapons (including handwraps) and all levels of armor and a docent. There are no thrown weapons.
The various random chests in ToEE have a chance to drop any of the weapons. Each weapon/armor drops associated with one of 4 elements (fire, cold, acid, electric). Along with that you will find different types of mushrooms in these same chests. The items can then be upgraded at the Overgrown Workbench using these mushrooms.
All items are available in the level 7 version and the level 28 version of the ToEE. All Elemental Effects match the base element of the weapon found.
Bind Status: The current plan is that the more common mushrooms will be unbound and the base level of the weapons will also be unbound. Once crafted the weapons will become BtA. If we run into issues making items craft into BtA, the base weapons would likely end up as BtA.
Fully upgraded melee weapons:
Heroic: 1.5W
Epic: 5W
Effects:
- Element Vulnerability (applies a 1% vulnerability to the element that lasts 3 seconds, can be added every 2 seconds, and can stack 20 times)
- Maiming (new level of the effect for Epic)
- Elemental Energy Burst (new level for Epic version)
- Elemental Area of Effect (New levels for both Heroic and Epic versions)
- Purple Augment Slot
Fully upgraded melee casters:
Heroic: 1.5W
Epic: 5W
Effects:
- Elemental Spell Power Increase (new level for Epic)
- Elemental Lore (new level for Epic)
- Spell Penetration (new level for Epic)
- Riposte (new level for Epic)
- Purple Augment Slot
Fully Upgraded Ranged Weapons:
Heroic: 1.5W
Epic: 5W
Effects:
- Element Vulnerability
- Crippling
- Seeker
- Elemental Energy Burst
- Purple Augment Slot
Fully Upgraded Armor:
Effects:
- Fortification
- Elemental Absorption (new level for Epic)
- Lesser Displacement
- Resistance (new level for Epic)
- Green Augment Slot
There will also be some rarer named items that can be found in the random chests throughout the dungeon. These will only drop in Mythic form. Many of the effects will have new levels for the Epic versions. These items will be BtA.
Heroic Weapons: 1.5W
Epic Weapons: 5w
- Spine Bastard Sword - Human Bane, Phlebotomizing, Puncturing, Wounding, Purple Augment Slot
- Frost Scimitar - Evil Outsider Bane, Good, Silver, Freezing Ice, Purple Augment Slot
- Quarterstaff - Elemental Bane, Bodyfeeder, Paralyzing, Bewildering, Purple Augment Slot
- Dagger - Incorporeal Bane, Ghost Touch, Greater Dispelling, Assassination, Purple Augment Slot
- Bow - Human Bane, Improved Destruction, Maiming, Ranged Alacrity, Purple Augment Slot
- Fire Pick - Construct Bane, adamantine, Fire Burst, Telekinetic, Purple Augment Slot
- Spike Club - Elemental Bane, Vampirism, Hardened Spikes, Improved Destruction, Purple Augment Slot
- Horseshoe Crab Shield - Natural Armor, Exceptional Sheltering, Improved Bashing, Exceptional Seeker, Purple Augment Slot
- Golden Skull Orb - General Elemental Absorption, Energy Siphon, Insightful Spell Lore II, Purple Augment Slot, Orange Augment Slot
Possible levels of some of the new effects:
New High level of Elemental Area of Effect - 30d3 + 90
New Low level of Elemental Area of Effect (for level 7) - 6d3 + 18
Epic Elemental Energy Burst - 6d6 on hit, critical deals an additional 4d10 x2, 6d10 x3, 8d10 x4
Epic Maiming - x2 8d6, x3 12d6, x4 16d6
Elemental Vulnerability – Similar to Frostbite, it is a 1% vulnerability to a specific element, can stack to 20, can be applied once every 2 seconds, expires a count in 3 seconds, is unique
Elemental Spell Lore - 23%
Elemental Spell Power – 156%
Epic Phlebotomizing - 5d8
Epic Puncturing - 3d4 constitution damage
Epic Bone Breaking - 3d4 dexterity damage
Epic Enfeebling - 3d4 Strength damage
Epic Wounding - 3 constitution damage
Epic Maladroit - 3 dexterity damage
Epic Assassination +6
Specific Elemental Absorption - 35%
Resistance - +14