















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Zakastra's Infinite Dungeon Tweaks 1.7.4 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Less Tedious Osmosis Shield 1.5.10QoL improvements for Demonologist. Changes Osmosis Shield to only drain Vim on turns when regeneration occurs. Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/  Changelog1.0.0:  - Initial release Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Class: Corrupted Summoner 1.7.6Notice: This addon requires Ashes of Urh'Rok DLC. Class talents: Generic talents: Additionally you can summon some unique demons that you have defeated. All new icons were made by https://game-icons.net/ . improved aoe talent targeting 1.7.6Tweak the automatic targeting of aoe talent, so it will try affect most foes, and it may try not to hit player. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Doombringer/Demonologist Revert 1.7.6Buffs Surge of Power back to what it used to be. Additionally, prevents enemies from using Surge of Power. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Bikini Tinker 1.7.0Slightly modifies internal tinker implementation so that attaching or detaching a tinker on a bikini or mankini does not count as taking it off for purposes of the associated achievement. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides:  Spirited Combat:  Cleansing Water:  Whitewater:  Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind:  Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star:  Puncture:  Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast:  Psi Weaving:  Altered Talents Quick as Thought:  Mindhook:  Resonant Focus:  Frenzied Focus:  Transcendent Telekinesis:  Transcendent Electrokinesis:  Static Net:  Transcendent Pyrokinesis:  --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Demon Seeds Plus 1.6.7Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. All the Poison! 1.7.4Removes the limit on the types of poisons you can have active. This is a joke addon. Dungeon Spawn 1.7.4Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. And lasty placing all extra cities on map. astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hypostasis Code in Slumbering Caves 1.7.4Oh my god this stuff is so totally cool. Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
 Known bugs:
 Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 
 Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents:  New Talents: Advanced Talents: OP Melinda light 1.5.0Based on the original Tough Melinda light addon by Brassqund, which gave Melinda a modest survivability boost (+200 HP, resistances to fire, darkness, acid, and blight), this version takes things to the next level. Are you tired of Melinda dying at the worst possible moment? This mod grants her a whopping 10,000 health and 10,000 health regeneration—making her virtually unkillable and perfect for story-driven playthroughs. No more babysitting. No more tragic endings. Just one unstoppable Melinda. Spell Merchants 1.7.6
 Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
 There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer! 
 
 4 character point types:Stat, Class, Category & Prodigy points for sale! 
 Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford! 
 New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1. 
 New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon* 
 1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 
 4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback! 
 
 Thank you for trying Spell Merchants, I hope you enjoy my mod :)
 My other addons:
     If you like this addon please consider rating it :)  Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Proper Possession Plus 1.6.1Original Mod by zizzo (https://te4.org/games/addons/tome/possessor_fixes): Assorted improvements to the Possessor class (UI features additional info, possess all creature types, heal possessed forms). Additional tweaks by Kish: Longer duration on summoned forms, lower mana cost on Assume Form and Possess, lower cooldown on Assume Form, update form HP in body storage. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions: 
 Isn't Zephyr already a class? Enhanced Object Compare 1.6.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Tireless Veterans 1.7.3Gives classes that have Combat Veteran category a Tireless Combatant category. That's it. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Highest Thaumaturgist 1.7.4Removes the once per turn restriction on multicaster and rolls chances for each spell separately, just so I can see what happens. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Don't Use the Unusable 1.7.0Modifies the use-item dialog, removing the "Use" action for activatable objects in inventory if the object must be worn/wielded to activate it. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to: 
 Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
    to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Provides the player various settings that control which objects will automatically be excluded from transmogrification. 
 Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns. 
 Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat. 
 When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes: 
 Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Nocturne 1.7.4Adds the Nocturne, a Darkness-based Doomed evolution. The Nocturne gains extra proficiency in the Cursed/Darkness tree, as well as access to two new high-level trees: Nightwalker - Use the darkness to escape, approach, hide, heal, and invisibly strike your foes. Umbra - Your darkness takes hold inside your enemies, giving you unprecedented power against them. Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil:     Adds Blessed by the Light Evolution
        - Gain access to Energies, Radiance, and Sun talent groups
        - Celestial/Light, Suncloak talents become instant  (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution)     - Adds innate Light and Physical penetration.
    - Celestial/Light, Suncloak talents are instant.  (Even though they do not display that way.)
Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen:     - Your attacks bypass bleed resists.
    - Brutalize now hits around the user, and inflicts stun and confusion.
    - Increase damage of Darkside and Dark Sun talents.
    - Devourer Stance is now instant.
    - Splatter Sigils also restores hate.
THANK YOU: This is a fork of Aeternis' original mod! Steel Drakes 1.7.6Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Smarter Rest 1.7.6智能休息: Rest becomes smarter: Number Codes 1.7.4Replace the sharp codes in Occult Egress with number TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics: 
 More tinkers may be added in future versions. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Improved Campaign 1.7.4Get a challenge on every level, but the rewards are a little smaller to compensate (less stat points). Random artifact challenges eliminated. Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Curse Levels 1.3.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent: 
 Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Dance of the Edge 1.7.4Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. Experience Controller 1.7.4
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Wyrmic Compatibility 1.7.2Makes the Revamped Wyrmic a separate class from the normal wyrmic Also adds the gem slot to adventurers and races that have their own equipment slots (provided they load before Revamped Wyrmic) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Display Luck on character sheet. 1.7.6Simple addon that displays "hidden" Luck stat on character sheet. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Youkai Pack 1.7.6Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots. Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet. Hinnagami (vengeful grave soil golem): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level. Takanyudo (giant): too big to wear any armor or jewelry, but they can wear 5 gloves like little finger hats. Also high life rating and size category. Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at. Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was. Aoandon (lantern spirit): no armor slots. Gain stats by picking up lore pieces, and walk around with an AoE terror aura that reduces power and saves. Steamsaws now work with shield egos 1.7.4Steamsaws now work with shield egos. Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Adjustable Levelup (Vexamen's modification) 1.5.10Original: "Isaacssv552", "Asellia". Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Better Remaining Effect Turn Display 1.7.4display remaining time of all effects with graphical timer like 'wild speed'. More Taints Fixed - Bamboo Edition 1.7.4Fixes an error caused by this mod when trying to curse items. Line 342 of AlterTalents.lua changed to "self:incIncStat(self.STAT_WIL, -2)" Does not require the Original More Taints, but will remove if asked. Original by HousePet, forked by grayaegis to fix curse errors, forked again by mannendake due to taints not actually generating and making descriptions/races more compatible. Orc Breeding Pits Full 1.7.4Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. Shield Tactics - New Bulwark Talent Category 1.5.10Adds the 'Technique/Shield tactics' talent tree as a new generic category available to Bulwarks. Starts locked at 1.3 mastery, and requires Con. 1)Tempered Will: 2)Relentless Retaliation: 3)Tactical Defense: 4)Reflexive Block: Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Necromancy tweak 1.7.6Call of the Сrypt:  Shattered Remains: Assemble:  Chill of the Tomb: Aura of Undeath:  Surge of Undeath:  Dread:  Minions can't open doors now Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Infinite Demon Seeds Levelup 1.7.4Allows demon seeds to levelup up to level 1000. Doomed/Darkness Tweaks Some Edit I Don't Remember 1.7.6Some edits I don't remember making. Just uploading it to not invalidate my saves. Below is the original description by rottensunlight@gmail.com. This addon is supposed to alter the cursed/Darkness tree to make it useful, while changing as little as possible. I have long since gone past "as little as possible". I also added the Inner Darkness tree, an advanced tree meant to supplement Darkness the way that Advanced Shadowmancy supports the Shadows tree. -- Creeping Darkness:     I lowered the cooldown, I set the number of seeds             of darkness to increase appropriately with talent
            level. The darkness now inherits a weaker version
            of the debuffs of other debuffing abilities you
            learn once those talents reach level 4. In
            particular, Dark Torrent, and Dark Tendrils. The
            strength of the debuffs are determined by the
            talent level of the talents from which the
            debuffs are stolen, and your mindpower. The
            density of the darkness is based on mindpower and
            talent level, filling up to 75% of the given aoe 
            at 100 mind power and talent level 5.-- Dark Vision: I increased the max range of the vision to 7             squares, to enable one to target Agony and
            Hateful Whisper correctly. I also boosted the
            movement speed buff slightly.-- Dark Torrent: I set the ability to always leave creep behind             instead of randomizing a core part of the ability.
            I also increased the damage very slightly.-- Dark Tendrils: I made it faster, with scaling based on talent             level, and the damage of the darkness it leaves
            behind is improved. I also added an extra
            tendril at talent level 6.
-- Grudge: This gives you a hate/life heal, while             inflicting the Grudge debuff, which will take
            back the life it healed, plus a little more, 
            making you bleed creeping darkness all the while.-- Veil Walk: This is just a short range teleport, with the             ability to switch your place with opponents. It
            gains range with talent level. It is instant if
            you are stepping into your creeping dark. It
            also cuts fear immunity, dark resist and mind
            save when you switch with an enemy.-- Heartless: This sustained ability burns hate to deal a             small amount of dark damage on top of every
            blow you deal, and also makes enemies leave
            behind pools of darkness when you kill them.-- Dark Blood: This ability is pure damage smearing. It collects             all the damage you take in a single pool and
            portions it out to you over the following turns
            at a set rate.
I have also unlocked the Fears tree, and changed it to be like the version of Fears in HousePet's afflicted rework. However, the fear effects themselves have been altered. In particular, the fears that inflict damage are now allowed to crit, and some of the fears were locked so as to not inflict brainlock. This has been removed. I have significantly buffed Gestures to the point of being absolutely brokt, Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Improved player targetting 1.2.0Player's targetting improvements. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include:  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Outlander | 
| Class | Corrupted Summoner | 
| Level / Exp | 66 / 7% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 117 (base 50) | 
| Dexterity | 64 (base 50) | 
| Constitution | 186 (base 90) | 
| Magic | 209 (base 106) | 
| Willpower | 62 (base 50) | 
| Cunning | 111 (base 102) | 
Resources
| Mana | 1335/1335 | 
| Life | 4707/4707 | 
| Soul | 11/11 | 
| Hate | 14/100 | 
| Equilibrium | 0 | 
| Vim | 1172/1172 | 
| Steam | 100/100 | 
| Insanity | 0/100 | 
| Stamina | 857/857 | 
| Psi | 1062/1062 | 
| Healing Factor | 1.7534502921994 | 
| Regeneration | 77.551599523395 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | +76.3432348162% | 
| Global | +121.68011183525% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 9 | 
| See Stealth | 82.802722975713 | 
| See Invisible | 82.802722975713 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 282 | 
| Accuracy | 62 | 
| Crit Chance | 74% | 
| APR | 22 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 129 | 
| Crit Chance | 54% | 
| Speed | 0.56707590798268 | 
Offense: Mind
| Mindpower | 91 | 
| Crit Chance | 44% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +51% | 
| Temporal | +17% | 
| Blight | +31% | 
| Physical | +23% | 
| Fire | +172% | 
| All | +11% | 
Offense: Damage Penetration
| Darkness | +68% | 
| Light | +58% | 
| Mind | +53% | 
| Nature | +58% | 
| Fire | +64% | 
| Cold | +58% | 
| All | +43% | 
Defense: Base
| Armour (hardiness) | 63.859812241584 (62.946778433524%) | 
| Defense | 100 | 
| Ranged Defense | 103 | 
| Fatigue | 0 | 
| Physical Save | 61 | 
| Spell Save | 58 | 
| Mental Save | 52 | 
Defense: Resistances
| Acid | + 39%( 74%) | 
| Blight | + 56%( 74%) | 
| Arcane | + 48%( 74%) | 
| Cold | + 55%( 74%) | 
| All | + 31%( 74%) | 
| Lightning | + 38%( 74%) | 
| Temporal | + 48%( 74%) | 
| Mind | + 52%( 74%) | 
| Fire burn | + 36%( 74%) | 
| Fire | + 74%( 74%) | 
| Darkness | + 74%( 74%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Confusion Resistance | 20% | 
| Teleport Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 100% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 412 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat.  | 
| Taints | Effective talent level: 1.0 Taint: VampireUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Vampiric taint fills you; each time you deal damage, you have 33% chance to heal for 33% of the damage done. However this effect will only last 16 turns and your light resistance is weakened by 33%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Current taintmarks: 7  | 
Class Talents
| Spell / Glacial waste | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Melee Demons | 1.30 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Corruption / Shadowflame | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 6/5 | 
  | 0/5 | 
| Technique / Munitions | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Fearfire | 1.50 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Spellblaze | 1.30 | 
  | 6/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Demonic pact | 1.70 | 
  | 5/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Technique / Combat techniques | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Summoning Demons (Augmentation) | 1.30 | 
  | 6/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Bloodthirst | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Infernal combat | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Summoning Demons (Advanced) | 1.30 | 
  | 5/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Corruption / Greater Demons | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Distance Demons | 1.30 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Technique / Magical combat | 1.00 | 
  | 5/5 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Doom covenant | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Avoidance | 0.80 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Tireless Combatant | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Animus | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 1/5 | 
| Spell / Eldritch shield | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Doom shield | 1.30 | 
  | 5/5 | 
  | 6/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Shield defense | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Gloom | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Summoning (augmentation) | 1.00 | 
  | 6/5 | 
  | 1/5 | 
  | 6/5 | 
  | 0/5 | 
| Psionic / Absorption | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Vile life | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Race / Outlander | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Dream Forge | 1.00 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.00 | 
  | 6/5 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Torment | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Scoundrel | 0.90 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Demi-Demon | 7.70 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 5/5 | 
| Corruption / Demonic strength | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 6/5 | 
| Corruption / Herald | 1.70 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Black-magic | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Dark sustenance | 1.40 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Through The Crowd | 
| talent | Arcane Combat | 
| talent | Shattered Mind | 
| talent | Tale of Destruction | 
| talent | Flame of Urh'Rok | 
| talent | Forge Shield | 
| talent | Automated Cloak Tessellation | 
| talent | Hardened Core | 
| talent | Shielding | 
| talent | Hiemal Shield | 
| talent | Arcane Feed | 
| talent | Reaping | 
| talent | Blood Vengeance | 
| talent | Overkill | 
| talent | Master of Demons | 
| talent | Kinetic Shield | 
| talent | Abyssal Shield | 
| talent | Aether Permeation | 
| talent | Elemental Discord | 
| talent | Fearscape Affinity | 
| talent | Bleak Outcome | 
| talent | Beyond the Flesh | 
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 0.80).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you gained talent category Steamtech / Avoidance (at mastery 0.80).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | active | 
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature.  | done | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed naga tongue. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Ungrol of Last Hope has completed an elixir of foundations without your aid.  | active | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt.  | failed | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| Psionic focus |  The Black Spike (301 - 421 damage, 20 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats Str +10, Mag +8 offense ------ Damage +25% darkness Ignore resists +10% all defense ------ Resistance +18% darkness, +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world."  | 
| On hands |  Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 285.38 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.  | 
| Light source | Brand of the Pyrophage Brand of the Pyrophage1.0 Encumbrance T2 lite [Unique] Arcane While equipped: Stats Wil +2, Mag +2 offense ------ Ignore resists +15% cold, +6% fire When Hit 7 fire burn defense ------ Resistance +7% fire burn, +7% fire other ------- Mana/turn +0.04 Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 104 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 104.5% and life regen by 31.35 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. Effective talent level: 1.0 Use mode: Passive Description: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 104 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 104.5% and life regen by 31.35 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow.  | 
| On head |  Festermark the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats Dex +7, Wil +3, Cun +4 offense ------ Mindpower +5 (+1 eff.) Damage +6% temporal Ignore resists +15% light, +15% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 37% * 20% chance to slow global speed by 76% * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +3% Resistance +11% acid, +22% darkness +8% fire, +10% cold +10% lightning other ------- Infravision +5 A hat made of leather. Very stylish.  | 
| On feet |  undeterred pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +20% Stun Resist +20% A pair of boots made of leather.  | 
| Tool |  Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A 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.  | 
| On fingers |  copper ring of opulence 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Lck +4, Cun +4 other ------- Talents +5 Blood Drinker Effective talent level: 7.0 Use mode: Activated Vim cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Deal a blight-enhanced melee blow, dealing 220% blight damage. If the attack hits and the creature dies in the next 2 turns you drink its essence which makes you regenerate 7 vim per turn and gain 40% chance to evade attacks for the next 9 turns. Golden Rule: (Instant) Effective talent level: 1.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 48.49 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great!  | 
| On fingers |  The Black Ring  | 
| Around neck | Bloodfire Whorl Bloodfire Whorl0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Master While equipped: Stats Str +5, Dex +4, Wil +6 offense ------ Spellpower/crit +4 When Hit 10 fire defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +11 (+3 eff.) other ------- Talents +1 Inner Flame Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 415.56%, Fire Affinity by 264.45%, and Fire Damage by 484.82%. This bonus is based on your current life and Magic stat Effective talent level: 1.0 Use mode: Passive Description: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 415.56%, Fire Affinity by 264.45%, and Fire Damage by 484.82%. This bonus is based on your current Life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat.  | 
| In main hand |  Malediction (282 - 338 damage, 15 apr) 3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +20% blight other ------- Talents +2 Flame Bolts On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 Curse of Impotence Effective talent level: 3.0 Use mode: Activated Vim cost: 20 Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Curses your target, decreasing all damage it does by 28% for 10 turns. The effects will improve with your Spellpower. Flame Bolts Effective talent level: 4.0 Use mode: Passive Is: a spell Description: Randomly (40% chance) hurls up to 3 flame bolts dealing 447.96 fire damage to foes in sight when you hit in melee. The damage will increase with your Spellpower. Curse of Defenselessness Effective talent level: 3.0 Use mode: Activated Vim cost: 20 Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Curses your target, decreasing its Defense and all saves by 69 for 5 turns. This cannot be saved against. The effects will improve with your Spellpower. Curse of Death Effective talent level: 3.0 Use mode: Activated Vim cost: 20 Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Curses your target, preventing normal life regeneration and dealing 1262.50 darkness damage over 10 turns. The damage will increase with your Spellpower. Curse of Vulnerability Effective talent level: 3.0 Use mode: Activated Vim cost: 20 Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Curses your target, decreasing all its resistances by 47% for 7 turns. The effect will improve with your Spellpower. The land withers and crumbles wherever this cursed axe rests.  | 
| Around waist |  rough leather belt 'Eilinutira'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Cun +1 offense ------ Mind Crit +2% Critical power +10.00% Physical Power +3 (+0 eff.) Mindpower +5 (+1 eff.) defense ------ Physical save +3 (+1 eff.) Mind save +6 (+2 eff.) Unlife -20.00 life A belt that goes around your waist.  | 
| In off hand | Timekeeper (19 def, 6 armour, 103 - 113 damage, 266 block)  Timekeeper (19 def, 6 armour, 103 - 113 damage, 266 block) 7.0 Encumbrance T1 shield armor [Unique] Arcane When used to Attack: Weapon Damage 90.0 - 99.0 Physical Uses 100% Wil, 50% Mag Critical Rate +5.0% Block +266 While equipped: defense ------ Armor +6 Defense +19 (+3 eff.) Ranged Defense +14 (+2 eff.) Fatigue +6% Resistance +24% temporal, +24% darkness +24% blight, +24% cold +24% arcane Teleport Resist +100% other ------- Talents +7 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life.  | 
| Cloak |  Blackclamor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +2, Con +2 offense ------ Damage +15% darkness Ignore resists +25% darkness, +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Xatira the Searquill (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Spellpower +12 (+2 eff.) Mindpower +3 (+1 eff.) Damage +6% fire, +11% all Ignore resists +15% fire, +8% all defense ------ Resistance +0% physical, +0% fire +15% all Max Resistance +4% all Mind save +15 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Talent level: +2 to all Demon Seeds, Spellblaze and Demonic Pact talents. A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 Prismatic Rune (6 turns; acid, temporal, physical, nature, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (57% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 temporal, 3 physical, 4 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of the Rift (398.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (57% of a turn) Is: a spell Description: Inflicts 465.66 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 3 schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Crit Resistance 7.00% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +5% acid, +5% fire, +5% nature +5% blight Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 138.59 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Arc Discharge Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Your opponents may laugh at the wire coils and antennas festooning the edges of your shield -- until you zap them in the face with lightning! Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude arc discharge coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield On critical shield strikes generates a 3 tiles lightning beam. Attach on item of type 'armor / shield' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +5% darkness other ------- Light -1 Infravision +2 See Invisibility +2 Attach on item worn on slot 'lite' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Botanical Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 3 turns. Each turn the moss deals 20.01 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 56% of the damage done. This talent does not use ammo as it is the ammo. Moss damage scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Brain Cap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] By mounting a brain in a jar in a stralite frame this marvel will increases your mental resistances and allow you to emit a powerful magic disrupting wave. Requires talents: - Chemistry (4) - Therapeutics (4) - Explosives (2) Requires ingredients: - brain in a jar (1) - lump of iron (8) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 139% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 32. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) Requires ingredients: - lump of iron (1) Requires items: - citrine Example Item: iron crystal edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +3.00% Deals high light damage and increases critical multiplier. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: iron crystal plating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+1 eff.) Slow Projectiles +5% Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Explosive Knuckles0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] You know those old stories about legendary heroes who could knock their opponents all the way back across the room with a single punch? Well, with the right reactive compounds coated on your gloves, you can do the same! Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude explosive knuckles 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: Unarmed combat: Weapon Damage 1.0 - 1.1 Physical Uses 100% Wil, 50% Mag On-Hit, radius 1 +14 20% chance of physical repulsion Unarmed strikes can trigger an explosion that damages and repel foes. Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 217.92 physical damage. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 12] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (12% fire, light and lightning affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% light, +5% fire Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Flare Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which lights up the area and blinds for 2 turns. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 3 are blinded for 2 turns. The blindness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 12] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Fortify your shield with electricity and prepare to unleash GALVANIC RETRIBUTION against your attackers! Requires talents: - Electricity (4) Requires ingredients: - lump of iron (4) Example Item: iron galvanic retributor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield When attached: offense ------ When Hit 5 lightning Attach on item of type 'armor / shield' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Hand Cannon Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 139% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+0 eff.) other ------- Light +3 Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 151] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 151 Puts Talent Medical Injector on 9 turn cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Incendiary Spray0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Bladders on your wrist containing liquid fire that will splash on your target when you punch them, adding fire damage and setting the ground on fire when you hit. (Caution: do not wear wrist bladders while lighting campfires or torches.) Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary spray 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands Unarmed attacks deal fire damage and ignite the ground. Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 160% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 26. Crush their bones!Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Itching Powder Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 3 are itchy for 1 turns, causing them to fail talents 12% of the time. The itchiness effect is applied with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+1 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Knockback Pistons0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A pair of spring-loaded pistons mounted on your shield. For when you really need your opponent to back off. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: crude knockback pistons 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield Shield strikes have a chance to repel your opponent. Attach on item of type 'armor / shield' When attach to an other item: When used to attack (with talents): Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag On-hit +14 20% chance of physical repulsion Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 6 turns. This lowers their defense and increases fatigue by 56. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Attach on item of type 'weapon / staff' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats Cun +2 defense ------ Mind save +3 (+1 eff.) Attach on item worn on slot 'head' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +2 other ------- Talents +1 Moss Tread Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 6 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 3 turns. Each turn the moss deals 20.01 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 33% and have a 23% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower.Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 127] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -127 life and reduces all damage by 13% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 6 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Poison Knuckles0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Spiked knuckles attached to your gauntlets, with poison grooves that apply a stacking poison on unarmed attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: simple poison knuckles 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands Unarmed attacks deal stacking poison damage. Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Ignore Armor +4 Critical Rate +4.0% Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Regeneration Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 184] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 184 over 5 turns Puts Talent Medical Injector on 9 turn cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 199.71 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all!Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +10% acid 10% chance to avoid a detrimental acid subtype effect. Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 277.34 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 162% physical weapon damage. The steamsaw will cut into the target, doing 81% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Shocking Touch Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 135.82 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Damage Against +7% Undead, +7% Demon +7% Horror Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Silver Knuckles0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Punching demons and undead in the face is already fun in its own right, but with silver caps on your knuckles, you can do even more damage. (Also? Bling!) Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: crude silver knuckles 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: Unarmed combat: Weapon Damage 1.0 - 1.1 Physical Uses 100% Wil, 50% Mag Damage Against +7% Undead, +7% Demon +7% Horror Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Silver Plating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A layer of silver on the front of your shield makes it more deadly against undead and other nasties -- and it doubles as a shaving mirror! Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: crude silver plating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield Attach on item of type 'armor / shield' When attach to an other item: When used to attack (with talents): Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Damage Against +7% Undead, +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Solid Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 162% physical weapon damage. The weight of the shot will knock the target back 2 tiles. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 7 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +1 Thunder Grenade Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 122.36 physical damage in radius 1. Creatures hit will also be stunned for 1 turns. The stun effect is applied with your Steampower.Attach on item worn on slot 'belt' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 164.17 nature damage over 5 turns. The cannister has 517 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that contains a deadly toxin. Requires talents: - Explosives (4) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude toxic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Toxic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special toxic shot with your steamgun(s) at a target for 100% weapon damage as blight. The shot will release heavy metals into the target, inflicting 42.42 blight damage per turn and reducing their global speed by 22% for 6 turns. This talent does not use ammo as it is the ammo. Toxin strength scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 30] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 30 and healing factor by half Puts Talent Medical Injector on 11 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Viral Needlegun Effective talent level: 1.0 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 3 for 69.33 physical damage. Each creature hit has a 28% chance of being infected by a random disease, doing 19.92 blight damage and reducing either Constitution, Strength or Dexterity by 9 for 20 turns. The damage and disease effects increase with your Steampower.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Voltaic Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 1 nearby enemies. Each bolt does 138.59 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 12] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (12% blight, mind and acid affinity). Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature, +5% cold Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +4% light other ------- Light +1 See Stealth +2 Attach on item worn on slot 'lite' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Winterchill Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A layer of endothermic chemicals on the front of your shield, which will chill your opponents and slow them down a bit. (Bonus use: place your shield face-up on the table, and you have a handy drink chiller!) Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to armor/shield Shield attacks deal cold damage and slow. Attach on item of type 'armor / shield' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 taint of the shade (66 evasion for 16 turns)0.1 Encumbrance T1 taint scroll [Rare] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Become semi-corporeal for 16 turns, allowing you to walk through walls. Your semi-corporeal state grants you 66% evasion but also reduces your healing by 66%. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Current taintmarks: 7 Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability.  | 
 Fuloblek the Blackworm0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats Dex +5, Wil +3 offense ------ Ignore resists +15% darkness defense ------ Resistance +3% darkness, +12% acid Amulets make your neck look great!  | 
Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats Wil +8, Mag +8 offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 12 Range: 10 Cooldown: 3 Travel Speed: 800% of base Usage Speed: Spell (57% of a turn) Is: a spell Description: Hurl ice shards at the targets in the selected area. Each shard travels slowly and does 168.69 ice damage, hitting all adjacent targets on impact with 25% chance to freeze them. If the target resists being frozen, it instead get wet. If the target is wet the damage increases by 30% and the ice freeze chance increases to 50%. This spell will never hit the caster. The damage will increase with your Spellpower. The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths.  | 
 The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 22 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (229). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.  | 
 Urthezilakath0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats Dex +2 offense ------ Ignore resists +15% physical defense ------ Resistance +8% mind, +9% temporal Blind Resist +15% other ------- Psi-on-crit +3.00 Max stamina +30.00 Max psi +9.00 Light +3 Infravision +4 Sight +2 See Invisibility +10 Amulets make your neck look great!  | 
 Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.89 cold and 19.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
 scoundrel's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats Cun +7, Str +7 offense ------ Physical Power +13 (+1 eff.) defense ------ Life +83.00 Life Regen +16.00 Healmod +18% Rings make your fingers look great!  | 
Edge of the Leaf (246 - 320 damage, 7 apr) Edge of the Leaf (246 - 320 damage, 7 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Nature/Master Weapon Damage 24.0 - 31.2 Physical Uses 84% Wil, 24% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% On-hit +20 root While equipped: Stats Wil +8, Con +8 offense ------ Damage +20% nature defense ------ Resistance +10% nature Life Regen +1.00 other ------- Stamina/turn +1.00 Masteries +0.10 Technique/Dance of the Leaf A fine dagger, stained green. A large thumbprint marks the haft; try as you might, it won't wash off.  | 
Edge of the Moon (306 - 398 damage, 24 apr) Edge of the Moon (306 - 398 damage, 24 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature/Master Weapon Damage 46.0 - 59.8 Physical Uses 84% Wil, 24% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +24.0% Attack Speed 100% While equipped: Stats Cun +8, Wil +8 defense ------ Resistance +10% physical Spell save +18 (+5 eff.) other ------- Masteries +0.10 Technique/Dance of the Moons A faintly glowing blade, somehow both innocuous and perilous. You can tell at a glance that it has ended countless lives.  | 
 Icy Kill (278 - 361 damage, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 70% Wil, 30% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats Cun +6, Wil +6 offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.  | 
 Star (179 - 233 damage, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 52% Wil, 50% Mag, 12% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.  | 
 Swordbreaker (264 - 344 damage, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 80% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats Cun +8, Dex +8 defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Raise your dagger into blocking position for one turn, reducing the damage of all physical melee attacks against you by 295. If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal attack will instead deal 200% damage) for one turn and be left disarmed for 3 turns. The blocking value will increase with your Dexterity and Cunning. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors.  | 
 Unerring Scalpel (213 - 278 damage, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 67% Wil, 50% Mag, 33% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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.  | 
 Tirakai's Maul (276 - 358 damage, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 112% Wil, 60% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.  | 
 Borosk's Hate (332 - 531 damage, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats Str +10, Dex +5, Con +15 other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.  | 
 Golden Three-Edged Sword 'The Truth' (310 - 496 damage, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 117% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light, +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.  | 
 Zubagatira the dwarven-steel greatsword (298 - 476 damage, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Master Weapon Damage 44.5 - 71.2 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Dex +1, Mag +4, Con +2 offense ------ Physical Power +10 (+1 eff.) Ignore resists +21% physical Accuracy +17 (+4 eff.) Ignore Armor +10 defense ------ Armor +4 Disarm Resist +15% other ------- Max stamina +30.00 Massive two-handed swords.  | 
 Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats Dex +3 offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it.  | 
 Cautery Sword (282 - 395 damage, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds.  | 
 Dancing Sword (215 - 302 damage, 10 apr)3.0 Encumbrance T1 longsword 1H weapon [Unique] Master Weapon Damage 16.0 - 22.4 Physical Uses 76% Wil, 24% Cun, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +2, Dex +2, Wil +2 offense ------ Damage +5% physical Accuracy +10 (+2 eff.) defense ------ Defense +10 (+2 eff.) Disarm Resist +7% A well-balanced blade, in good shape - although apparently quite old. You sense that there is a great power lying dormant inside the weapon. If you listen closely, you imagine you can hear a voice whispering of regret, betrayal, and redemption. Perhaps you can free the power inside this blade?  | 
 Morrigor (365 - 511 damage, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 76% Wil, 110% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 116.00 arcane and 157.80 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+4 eff.) other ------- Talents +1 Soul Purge Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Remove any talent Morrigor has absorbed. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.  | 
 Perseverance (264 - 369 damage, 9 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 114% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+5 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall.  | 
 Sword of Potential Futures (266 - 373 damage, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 88% Wil, 70% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time.  | 
 Balancewisp the thorny mindstar (112 - 124 damage, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 10.0 - 11.0 Nature Uses 90% Wil, 50% Mag, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% Damage Against +12% Unnatural On-crit, radius 2 +16 nature On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Deals 139 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% nature, +3% lightning Ignore resists +20% lightning defense ------ Resistance +4% blight Disease Resist +13% other ------- Talents +1 Attune Mindstar 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.  | 
 Charged Focus (112 - 124 damage, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Effective talent level: 1.0 Use mode: Activated Psi cost: 50 Range: 10 Cooldown: 50 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: For the next 8 turns, powerful blasts of psionic energies will erupt from you, doing 171 damage. Electrical energies are focussed in the core of this mindstar.  | 
 Kinetic Focus (99 - 109 damage, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 90% Wil, 50% Mag, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Effective talent level: 1.0 Use mode: Activated Psi cost: 50 Range: 10 Cooldown: 50 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: For the next 8 turns, powerful blasts of psionic energies will erupt from you, doing 171 damage. Kinetic energies are focussed in the core of this mindstar.  | 
 Serpent's Glare (103 - 113 damage, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 5 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 782.26 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). Taintmarks boost the damage done. Current Taintmarks: 7 A thick venom drips from this mindstar.  | 
 pulsing mindstar 'Brandburst' (121 - 133 damage, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 90% Wil, 50% Mag, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +12.5% Attack Speed 100% On-hit +17 item acid corrode +15 item nature slow, +4 fire On Hit: * 15% chance to slow global speed by 76% * 17% chance to reduce armor by 57% While equipped: Stats Cun +7 offense ------ Mind Crit +4% Critical power +31.00% Mindpower +23 (+5 eff.) Damage +9% nature defense ------ Resistance +9% blight, +9% fire Disease Resist +22% other ------- Psi when Hit +0.12 Max psi +20.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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.  | 
Rimeblade (221 - 288 damage, 6 apr) Rimeblade (221 - 288 damage, 6 apr)1.0 Encumbrance T2 ritual blade 1H weapon [Unique] Nature Weapon Damage 11.5 - 15.0 Physical Uses 40% Wil, 27% Cun, 95% Mag Mastery Dagger Mastery Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +6 Critical Rate +4.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Spell Crit +6% Damage +15% physical, +15% cold Ignore resists +10% physical, +10% cold This surprisingly sharp blade appears to be a naturally formed icicle.  | 
 Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats Cun +3, Dex +4 offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'.  | 
 Funeral Veil4.0 Encumbrance T3 sling 1H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 143% Range +10 While equipped: offense ------ Spellpower +15 (+2 eff.) On-Ranged-Hit 15 darkness defense ------ Resistance +15% darkness, +15% cold other ------- See Invisibility +9 Masteries +0.20 Spell/Grave Chill of the Tomb: Effective talent level: 3.0 Power cost 18 out of 30/30. Range 7 Cooldown: 8 Travel.spd 400% of base Is: necromancy and a spell Description: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 380.43 cold damage in a radius of 4. Necrotic minions caught in the blast do not take damage but are instead coated with a thin layer of ice, reducing all damage they take by 76 for 4 turns. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too.  | 
 Apprentice Staff (138 - 166 damage, 0 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Arcane Uses 150% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spellpower +5 (+1 eff.) Damage +10% lightning, +10% fire +10% arcane, +10% cold defense ------ Resistance +10% lightning, +10% fire +10% arcane, +10% cold other ------- Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art.  | 
 Bolbum's Big Knocker (272 - 327 damage, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 190% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+2 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 6 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 100% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after.  | 
 Siliwyn the dragonbone magestaff (197 - 236 damage, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 38.0 - 45.6 Physical Uses 130% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +4, Mag +5, Wil +5, Con +3 offense ------ Spell Crit +20% Spellpower +31 (+5 eff.) Damage +9% mind, +38% fire defense ------ Resistance +3% mind Crit Resistance 15.00% other ------- Max mana +108.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Staff of Bones (187 - 224 damage, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Blight Uses 200% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+3 eff.) Damage +20% acid, +20% cold +20% darkness, +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful.  | 
 Staff of Destruction (168 - 202 damage, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Lightning Uses 150% Mag, 40% Wil Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning, +20% fire +20% arcane, +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 50 Souls cost: 1 Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 120% of its remaining life (or 873.42, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This unique-looking staff is carved with runes of destruction.  | 
The Schism (171 - 205 damage, 4 apr, arcane element) The Schism (171 - 205 damage, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 21.0 - 25.2 Temporal Uses 150% Mag, 40% Wil Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On Crit: 38% Unstable Vortex level 1 While equipped: offense ------ Spell Crit +2% Spellpower/crit +4 Damage +27% arcane, +7% temporal Ignore resists +14% arcane, +20% temporal defense ------ Anomaly Control +12 other ------- Mana/turn -1.00 On Spell Hit: 11% Manahread level 1 On Spell Hit: 19% Scismlash level 1 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. Manahread Effective talent level: 1.0 Use mode: Activated Range: 10 Cooldown: 4 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Rethread the timeline, dealing 175.15 damage, half temporal, half arcane, to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. Scismlash Effective talent level: 1.0 Use mode: Activated Range: 10 Cooldown: 3 Travel Speed: 2000% of base Usage Speed: Standard (100% of a turn) Is: usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 175.15 damage, half arcane and half temporal. At level 3, it becomes a beam. The damage will increase with your Spellpower. Unstable Vortex Effective talent level: 1.0 Use mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: usable during Aether Avatar Description: Creates a vortex of arcane energies on the target for 6 turns. Each turn the vortex will look for another foe in sight and fire a Scismlash doing 43.83 damage, half temporal and half arcane, to all foes in line. If no foes are found, the target will take 50% more damage. If the target dies, the vortex explodes, releasing all remaining damage in a radius 2 ball of reality bending force. The damage will increase with your Spellpower. This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable.  | 
 Murderfang's Surekill4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate -10.0% Attack Speed 100% Damage Multiplier 100% Range +6 Projectile Speed +1500% On Critical: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: offense ------ Critical power +50.00% other ------- Talents +3 Surekill Effective talent level: 3.0 Use mode: Activated Steam cost: 35 Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: You fire an exceptionally lethal shot at an enemy, doing 162% damage. Damage dealt by this talent is increased by half your critical multiplier, if doing so would kill the target. "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker  | 
 Titan4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby.  | 
 Frostbite (126 - 189 damage, 12 apr)3.0 Encumbrance T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 18.0 - 27.0 Phys.bleed Uses 100% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Block +60 Damage Conversion 50% ice Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +7 (+1 eff.) Fatigue +9% Pierce Iceblocks +40% other ------- Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it.  | 
 Overcutter (115 - 172 damage, 12 apr)3.0 Encumbrance T1 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand.  | 
 Turbocutter (148 - 222 damage, 23 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 30.0 - 45.0 Phys.bleed Uses 100% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +4.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +16 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..."  | 
 slagged iron steamsaw of massacre (124 - 186 damage, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +14 On-hit +6 fire On-Hit, radius 1 +6 acid Uses 1.0 Steam While equipped: offense ------ Ignore resists +6% fire defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +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!  | 
 coral trident (118 - 189 damage, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Normal] Weapon Damage 13.5 - 21.6 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 coral trident of banishment (118 - 189 damage, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego+] Arcane Weapon Damage 13.5 - 21.6 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% Damage Against +7% Horror, +9% Demon On Critical: * Strike your target with a blast of Arcane energy dealing 271 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: offense ------ Critical power +16.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 coral trident of massacre (133 - 214 damage, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego] Master Weapon Damage 20.5 - 32.8 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 elemental coral trident of daylight (117 - 187 damage, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego+] Arcane Weapon Damage 13.0 - 20.8 Physical Uses 112% Wil, 50% Mag Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% On-hit +10 light Damage Against +9% Undead On Hit: * Create an explosion dealing 179 cold damage (1/turn) While equipped: offense ------ Damage +10% cold Ignore resists +12% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 Stormlash (131 - 144 damage, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 60% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 53.96 to 161.88 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.  | 
 Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers.  | 
 Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 15 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting.  | 
Cloak of Ten Thousand Leaves (9 def, 0 armour) Cloak of Ten Thousand Leaves (9 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Nature While equipped: offense ------ Damage +12% darkness, +13% nature defense ------ Defense +9 (+2 eff.) Resistance +17% darkness Affinity +11% nature other ------- Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 2.8% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 18 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies.  | 
Poncho With No Name (0 def, 0 armour) Poncho With No Name (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Master While equipped: Stats Lck +4, Dex +4 offense ------ Physical Crit +3.0% On-Ranged-Hit 13 physical defense ------ Resist Against +12% Humanoid After killing a humanoid, gain a stack of Manhunter for 5 Turns. Each stack increases attack by 5, critical damage by 10% and all damage to humanoids by 10% This long hoodless poncho seems like it has seen better days. It is covered in patches from the various bounty hunters that have worn it over the years.  | 
 Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Dex +4, Wil +4, Cun +4 offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Effective talent level: 1.0 Use mode: Activated Range: 10 Cooldown: 6 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Is: a mind power Description: Strike your target with poison, doing 252.56 poison damage over six turns. The damage will increase with your mindpower. Cunning and malice seem to emanate from this cloak.  | 
 Starhacker (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats Cun +1, Dex +2 offense ------ Critical power +11.00% Damage +6% light Ignore resists +5% light Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+2 eff.) Resistance +18% light, +10% fire Stealth +16 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Galen's Flowing Robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats Mag +7, Wil +7, Cun +7 offense ------ Spell Crit +12% Spellpower +35 (+5 eff.) Damage +37% lightning, +37% temporal +37% cold, +37% fire +37% arcane, +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!  | 
 Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +15% acid, +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 71.50 to 89.38 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 Effective talent level: 1.0 Use mode: Activated Mana cost: 10 Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Condenses ambient water on a target, inflicting 49.6 cold damage and stunning it for 4 turns. The damage will increase with your Spellpower This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
 destroyer's elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: offense ------ Critical power +20.00% Spellpower +12 (+2 eff.) Damage +22% acid, +23% physical +19% fire, +19% cold Ignore resists +5% all defense ------ Resistance +15% acid, +15% physical +19% fire, +18% cold +15% all other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe 'Blastpassion' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats Dex +2 offense ------ Spell Crit +7% Spellpower +21 (+3 eff.) Damage +6% lightning, +8% light +3% arcane Ignore resists +10% lightning When Hit 4 blight defense ------ Resistance +0% physical, +0% fire +7% all other ------- Vim-on-crit +2.00 Max mana +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 30 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
 Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats Wil +5 offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire, +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 8 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 203.80 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. Fire Breath: Effective talent level: 2.0 Power cost 15 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 766.31 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.  | 
 iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 64% Wil, 50% Mag, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Belymira the Lustrewake (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +3, Wil +3 offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% arcane, +6% lightning Poison Resist +20% Pinning Resist +10% Teleport Resist +10% A hat made of leather. Very stylish.  | 
 Blindgrinder (12 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +3, Cun +14 Con +2, Lck +15 offense ------ Physical Crit +8.0% Spell Crit +7% Mind Crit +8% Damage +6% darkness Ignore resists +30% acid Accuracy +12 (+3 eff.) Ignore Armor +8 When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+2 eff.) Fatigue +5% Resistance +3% nature, +6% temporal Spell save +9 (+3 eff.) other ------- See Invisibility +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Extradimensional Hat (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +5% temporal defense ------ Resistance +5% temporal other ------- Encumbrance +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear.  | 
 Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats Str +2, Mag +4 offense ------ Physical Power +10 (+1 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption.  | 
 Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Wil +3, Mag +4 offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows.  | 
 Helm of the Slow (0 def, 8 armour)3.0 Encumbrance T1 head armor [Unique] Arcane While equipped: offense ------ Move Speed -10% defense ------ Armor +8 Fatigue +4% Resistance +10% temporal, +10% physical Pinning Resist +20% Why anyone would want to make a helm look like a snail is beyond you.  | 
 Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
 elven-silk wizard hat 'Sparksmash' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +9% lightning, +19% nature +3% mind Ignore resists +5% lightning When Hit 4 light defense ------ Defense +3 (+1 eff.) Resistance +9% lightning, +6% light +28% nature, +12% mind other ------- Mana/turn +3.00 Mana when Hit +2.80 Max mana +97.00 Talents +1 Willbreaker Willbreaker: Passive - Increase Mindpower by 7.75 per each enemy you can see in a radius of 2. The increase is based on your Willpower stat. Effective talent level: 1.0 Use mode: Passive Description: Increase Mindpower by 7.75 per each enemy you can see in a radius of 2. The increase is based on your Willpower stat. Manaflow: Puts all charms on 24 turn cooldown Effective talent level: 1.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats Str +5, Dex +3, Con +4 defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid, +20% blight +20% fire, +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 30 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 139.59 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
 Thundermarrow (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +15% lightning, +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +34% acid Life +24.00 A suit of armour made of mail.  | 
 Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats Dex +2 defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 12 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 178.14 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour.  | 
 The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.  | 
 Emelimira the steel plate armour (0 def, 20 armour)17.0 Encumbrance T2 massive armor [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 12 light, 10 temporal Damage +15% acid, +6% arcane When Hit 2 acid, 10 temporal, 9 light On-Hit (Melee): * 20% chance to reduce armor by 57% defense ------ Armor +20 Fatigue +22% Resistance +17% acid, +15% temporal +12% light A suit of armour made of metal plates.  | 
 Korydunaziladir the Sleettorrent (0 def, 16 armour)17.0 Encumbrance T5 massive armor [Random Unique] Arcane/Master While equipped: offense ------ Critical power +20.00% On-Hit 20 nature, 20 cold Damage +6% mind Ignore resists +10% mind When Hit 16 nature, 16 cold defense ------ Armor +16 Fatigue +22% Resistance +30% acid, +33% cold +36% nature, +30% lightning Unlife -40.00 life Healmod +10% Pinning Resist +30% other ------- Psi when Hit +0.04 A suit of armour made of metal plates.  | 
 Xanada the steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats Str +5, Wil +4 offense ------ Damage +6% blight Ignore resists +5% arcane defense ------ Armor +9 Fatigue +22% Resistance +6% acid, +13% physical +12% darkness, +7% fire +27% lightning, +5% cold Disarm Resist +23% Stun Resist +23% Knockbk Resist +20% other ------- Vim-on-crit +2.00 Light +1 Cooldown Rush -5 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates.  | 
 Blackcrypt the iron shield (0 def, 2 armour, 103 - 113 damage, 59.5 block)7.0 Encumbrance T1 shield armor [Rare] Arcane When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +60 On-hit +4 darkness On-crit, radius 2 +12 light, +10 acid While equipped: Stats Dex +3 offense ------ Physical Crit +5.0% Damage +3% darkness On shield block: * Deals 269 light and acid damage to each enemy blocked defense ------ Armor +2 Fatigue +8% Resistance +6% acid, +6% light +6% darkness other ------- Talents +1 Block Handheld deflection devices.  | 
 Blackfire Aegis (8 def, 18 armour, 103 - 113 damage, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 100% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+1 eff.) When Hit 24 darkness, 24 fire defense ------ Armor +18 Defense +8 (+2 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness, +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame.  | 
 Coral Spray (8 def, 8 armour, 103 - 113 damage, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 124% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean.  | 
 Deflector (22 def, 11 armour, 103 - 113 damage, 230 block)7.0 Encumbrance T4 shield armor [Unique] Steamtech When used to Attack: Weapon Damage 49.0 - 58.8 Physical Uses 118% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +230 While equipped: defense ------ Armor +11 Defense +22 (+4 eff.) Fatigue +8% Physical save +20 (+5 eff.) other ------- Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of.  | 
 Sanguine Shield (0 def, 15 armour, 103 - 113 damage, 220 block)7.0 Encumbrance T4 shield armor [Unique] Master When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 112% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +9.0% Block +220 Lifesteal +8% While equipped: Stats Con +10 offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight, +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield.  | 
 Summertide (17 def, 15 armour, 103 - 113 damage, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On-hit +30 item light blind On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats Cun +3, Wil +5 offense ------ Mindpower +8 (+2 eff.) Damage +10% fire, +15% mind +15% light Ignore resists +10% fire, +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+2 eff.) Fatigue +12% Resistance +15% darkness, +10% fire +12% mind, +20% light Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 68.97 to 86.21 light damage (based on Willpower and Cunning). Uses 8 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind.  | 
 Temporal Rift (8 def, 4 armour, 103 - 113 damage, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 100% Wil, 70% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+2 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+1 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+6 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.  | 
 Wrathroot's Barkwood (9 def, 10 armour, 103 - 113 damage, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 25.5 - 35.7 Physical Uses 130% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+2 eff.) Fatigue +14% Resistance +20% cold, +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield.  | 
 iron shield 'Lightningflash' (0 def, 2 armour, 103 - 113 damage, 19 block)7.0 Encumbrance T1 shield armor [Rare] Arcane When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Wil, 50% Mag Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +19 On-hit +12 darkness, +11 light +20 item temporal energize On-Hit, radius 1 +4 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats Cun +2, Mag +2 offense ------ Damage +3% lightning, +9% temporal +11% light, +11% darkness defense ------ Armor +2 Fatigue +8% Resistance +3% lightning, +12% light +10% darkness other ------- Light +1 Talents +1 Block Handheld deflection devices.  | 
 demon seed [Harkor'Zun] (36, body)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Resistance +28% physical, +28% fire other ------- Talents +5 Volcanic Skin Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: For every turn where you take damage you have a 72% chance to store a seismic charge. You can activate this spell to consume the charges, spawning a raging volcano that lasts for 2 turns per charges. Each turn the volcano spews 2 flaming boulders that deal 192.02 fire and 86.81 physical damage. The charges quickly fade when outside of combat. The damage increases with your spellpower. Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (52, body)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: Stats Str +30, Mag +30 defense ------ Life +208.00 Demon status: alive (100% life). Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [daelach] (48, body)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Stun Resist +97% Demon status: alive (87% life). Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [fire imp] (48, body)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Fiery Cleansing Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Activated Vim cost: 15 Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Deals 20% of your total life to cleanse your afflictions, removing up to 6 physical, mental or magical detrimental effects. Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [forge-giant] (29, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: Reduces duration of detrimental effects by 40% Demon status: alive (100% life). Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [onilug] (24, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Teleport Resist +61% Demon status: alive (100% life). Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [water imp] (73, body)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +8 Blackice Demon status: alive (100% life). Effective talent level: 10.0 Use mode: Activated Vim cost: 6 Range: 5 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Each time your kill a creature with non-fire damage you gain a blackice charge for 20 turns (stacking to 7). At any moment you can use a charge to infect a creature with blackice, reducing its fire and physical resistance by 126% for 7 turns. Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [wretchling] (46, body)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Acidic Bath Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Activated Vim cost: 12 Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: You spawn a pool of acid in radius 4 around you for 12 turns, dealing 169.99 acid damage to all creatures, including you. You also gain 40% acid resistance and 143% acid affinity. The damage scales with your Spellpower. Attach on item worn on slot 'body' The seed of a demon.  | 
 demon seed [dúathedlen] (48, finger)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +1.00 Demon status: alive (100% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [fire imp] (25, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [forge-giant] (26, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Stamina/turn +2.60 Vim/turn +2.00 Talents +3 Bloodcasting Demon status: alive (100% life). Effective talent level: 3.0 Use mode: Passive Is: a spell Description: The cost of using life instead of vim for talents is reduced to 132%. Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [quasit] (51, finger)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [uruivellas] (47, finger)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +2.00 Demon status: alive (100% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [water imp] (36, finger)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [wretch titan] (64, finger)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +3.00 Demon status: alive (100% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [wretchling] (25, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (28% life). Attach on item worn on slot 'finger' The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (74, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +8 Doomed Nature Demon status: alive (100% life). Effective talent level: 10.0 Use mode: Activated Vim cost: 10 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: You curse a target for 5 turns to sever its connection to Nature. Each time it tries to use a natural or psionic power it has 72% chances to fail and instead trigger a fireball of radius 1 doing 1171.04 fire damage. The damage increases with you Spellpower stat. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [dúathedlen] (28, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Corrupt Light Demon status: alive (100% life). Effective talent level: 5.0 Use mode: Activated Vim cost: 5 Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Weave darkness in a radius of 5. All unlit grids contribute to your power by increasing all your damage done for 10 turns. Damage increase depends on the number of grids extinguished. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [forge-giant] (162, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +17 Doomfire Demon status: alive (2% life). Effective talent level: 19.0 Use mode: Activated Vim cost: 15 Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Raging flames burn foes and allies alike, doing 622.72 fire damage in a radius of 5 each turn for 16 turns. Demons standing in the doomfire will instead be healed. The damage will increase with your Spellpower. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [onilug] (45, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Cursed Arm Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Passive Is: a spell Description: Whenever make a melee attack, you have a 31% chance to randomly curse the target with one of the curses: Defenselessness, Impotence, Death or Vulnerability as if cast at talent level 5. This may only happen once per turn. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [thaurhereg] (63, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +7 Silence Demon status: alive (100% life). Effective talent level: 9.0 Use mode: Activated Vim cost: 10 Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: Corrupt the target, silencing it for 11 turns. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [uruivellas] (49, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Disarm Demon status: alive (100% life). Effective talent level: 5.0 Use mode: Activated Stamina cost: 8 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Hits the target doing 100% damage and trying to disarm the target for 7 turns. The chance improves with your Physical Power. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [wretch titan] (45, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Corrosive Cone Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Passive Is: a spell Description: When you deal a critical strike in melee, you send out a cone of acid, dealing 319 damage to all enemies and melting walls you hit. The damage will increase with your Spellpower. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [wretchling] (62, mainhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +7 Corrosive Slashes Demon status: alive (21% life). Effective talent level: 9.0 Use mode: Sustained Sustain vim cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: You cover your weapon in acid, turning all melee damage into acid. All melee attacks also gain 96 armor penetration. Attach on item worn on slot 'mainhand' The seed of a demon.  | 
 demon seed [champion of Urh'Rok] (82, offhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +9 Armoured Leviathan Demon status: alive (100% life). Effective talent level: 11.0 Use mode: Activated Vim cost: 10 Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell Description: You enchant your shield to grant you power for 10 turns. While the effect last your Strength and Magic stats are increased by 10% of your shield block value. Attach on item worn on slot 'offhand' The seed of a demon.  | 
 demon seed [dolleg] (56, offhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +6 Pain Affinity Demon status: alive (100% life). Effective talent level: 8.0 Use mode: Passive Cooldown: 5 Is: a spell Description: Whenever you take blight damage you bask in the sweet pain for 2 turns, increasing all damage affinity by 15%. This can only happen every 5 turns. Attach on item worn on slot 'offhand' The seed of a demon.  | 
 demon seed [forge-giant] (49, offhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +5 Flash Block Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Activated Vim cost: 5 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: In a fiery display of speed you raise your shield to block instantly. Attach on item worn on slot 'offhand' The seed of a demon.  | 
 demon seed [onilug] (33, offhand)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +4 Hexed Shield Demon status: alive (100% life). Effective talent level: 6.0 Use mode: Passive Is: a spell Description: Whenever you block an attack with your shield, you randomly hex the attacker with one of the hexes: Pacification, Domination, Burning or Empathic as if cast at talent level 4. This may only happen once per turn. Attach on item worn on slot 'offhand' The seed of a demon.  | 
 demon seed [wretch titan] (46, offhand)0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +5 Acid Burst Demon status: alive (100% life). Effective talent level: 7.0 Use mode: Passive Is: a spell Description: Whenever you block an attack with your shield, you release a cloud of acidic vapour, dealing 157 damage in an area of radius 3 over 8 turns. The damage will increase with your spellpower. Attach on item worn on slot 'offhand' The seed of a demon.  | 
 Arrows of Manalocking (20/20, 126 - 177 damage, 5 apr)3.0 Encumbrance T1 arrow ammo [Unique] Arcane Weapon Damage 15.0 - 21.0 Physical Uses 70% Wil, 50% Mag, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On-ranged-hit +10 arcane silence Fight magic with magic!  | 
 12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.0 Power cost 15 out of 25/25. Range 6 Cooldown: 12 Travel.spd 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 769.72 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 769.72 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.  | 
 Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid, +6% fire, +6% cold +6% arcane, +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 42 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 80.44 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines.  | 
 Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats Wil +4, Con +2 offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul.  | 
 Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself.  | 
 Trade notes2.0 Encumbrance notes tome [Normal] Read the book. A book with notes about all the merchants and artifactors you met.  | 
 Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Shard of elemental resist Shard of elemental resist0.0 Encumbrance T1 shard gem [Normal] Item imbue powers: Resistance +12% light The shard contains the power of some lost item. Can be inserted into another item: wand, totem, torque.  | 
 Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. 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.  | 
 Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Cun +8 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises.  | 
 Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats Wil +8 offense ------ Mindpower +10 (+2 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 15 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind.  | 
 Cold Iron Acorn0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Move Speed +20% Damage +12% physical defense ------ Resistance +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are.  | 
 Kyless' Book5.0 Encumbrance T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank.  | 
 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Demonic Party! (Madness (Roguelike) difficulty)
			Have your party composed of at least 5 demons.By uuuhhhuuuu the Outlander Corrupted Summoner level 25
2nd Flare 122nd year of Ascendancy at 16:04 see stats
			Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.By uuuhhhuuuu the Outlander Corrupted Summoner level 48
18th Dusk 122nd year of Ascendancy at 06:27 see stats
			Earth Master (Madness (Roguelike) difficulty)
			Killed Harkor'Zun.By uuuhhhuuuu the Outlander Corrupted Summoner level 35
7th Dusk 122nd year of Ascendancy at 08:36 see stats
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By uuuhhhuuuu the Outlander Corrupted Summoner level 33
4th Dusk 122nd year of Ascendancy at 10:15 see stats
			Hell has no fury like a demon scorned! (Madness (Roguelike) difficulty)
			Escaped the Searing Halls.By uuuhhhuuuu the Outlander Corrupted Summoner level 9
78th Pyre 122nd year of Ascendancy at 17:21 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By uuuhhhuuuu the Outlander Corrupted Summoner level 10
78th Pyre 122nd year of Ascendancy at 19:29 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By uuuhhhuuuu the Outlander Corrupted Summoner level 20
5th Mirth 122nd year of Ascendancy at 11:14 see stats
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By uuuhhhuuuu the Outlander Corrupted Summoner level 30
1st Dusk 122nd year of Ascendancy at 06:48 see stats
			Level 40 (Madness (Roguelike) difficulty)
			Got a character to level 40.By uuuhhhuuuu the Outlander Corrupted Summoner level 40
9th Dusk 122nd year of Ascendancy at 07:43 see stats
			Level 50 (Madness (Roguelike) difficulty)
			Got a character to level 50.By uuuhhhuuuu the Outlander Corrupted Summoner level 50
18th Dusk 122nd year of Ascendancy at 09:20 see stats
			Once bitten, twice shy (Madness (Roguelike) difficulty)
			Escaped the Anteroom of Agony.By uuuhhhuuuu the Outlander Corrupted Summoner level 62
70th Dusk 122nd year of Ascendancy at 05:19 see stats
			Orbituary (Madness (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By uuuhhhuuuu the Outlander Corrupted Summoner level 61
68th Dusk 122nd year of Ascendancy at 12:28 see stats
			Overpowered! (Madness (Roguelike) difficulty)
			Did over 6000 damage in one attack.By uuuhhhuuuu the Outlander Corrupted Summoner level 41
10th Dusk 122nd year of Ascendancy at 15:03 see stats
			Poisonous (Madness (Roguelike) difficulty)
			Sided with the assassin lord.By uuuhhhuuuu the Outlander Corrupted Summoner level 61
59th Dusk 122nd year of Ascendancy at 10:38 see stats
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By uuuhhhuuuu the Outlander Corrupted Summoner level 25
2nd Flare 122nd year of Ascendancy at 17:38 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By uuuhhhuuuu the Outlander Corrupted Summoner level 21
6th Mirth 122nd year of Ascendancy at 20:36 see stats
			The Restless Dead (Madness (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By uuuhhhuuuu the Outlander Corrupted Summoner level 30
1st Dusk 122nd year of Ascendancy at 08:41 see stats
			The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.By uuuhhhuuuu the Outlander Corrupted Summoner level 37
8th Dusk 122nd year of Ascendancy at 20:39 see stats
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By uuuhhhuuuu the Outlander Corrupted Summoner level 36
7th Dusk 122nd year of Ascendancy at 17:17 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By uuuhhhuuuu the Outlander Corrupted Summoner level 5
77th Pyre 122nd year of Ascendancy at 19:15 see stats
Log
PAI_STATE_EXPLORE
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AI stopped: Dialog displayed
There is a way to the previous level here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
There is nowhere left to explore.
There is nowhere left to explore.
You don't see how to get there...







 

































































































































































































































































































