


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: QuickTome: Remove Stat Requirements 1.5.5 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies 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: Ashes of Urh'Rok 1.6.7Official 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:
 Tinker Implants in Shops 1.5.10This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course Embers of Rage 1.6.7Official 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:
 Items Vault 1.6.0Donators/Buyers bonus! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.7Official 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. 
 
 
 
 
 
 
 
 | 
| Campaign | Orcs | 
| Mode | Normal Exploration | 
| Sex | Female | 
| Race | Orc | 
| Class | Sawbutcher | 
| Level / Exp | 50 / 1436% | 
| Size | huge | 
| Lifes / Deaths | Killed by Saloriatta the steam giant guard at level 11 on the 27th Retaking 124th year of Ascendancy at 11:20/ 6 Killed by Nektosh the One-Horned at level 14 on the 36th Retaking 124th year of Ascendancy at 03:27 Killed by Vivi's Inner Demon at level 38 on the 16th Loss 124th year of Ascendancy at 21:02 Killed by multi-hued drake at level 44 on the 50th Loss 124th year of Ascendancy at 11:06 Killed by Vivi's Inner Demon at level 50 on the 16th Destruction 124th year of Ascendancy at 21:17 Killed by Grand Corruptor at level 50 on the 4th Revenge 125th year of Ascendancy at 11:46 | 
Primary Stats
| Strength | 183 (base 60) | 
| Dexterity | 103 (base 60) | 
| Constitution | 71.625317596393 (base 60) | 
| Magic | 60 (base 40) | 
| Willpower | 60 (base 47) | 
| Cunning | 91 (base 60) | 
Resources
| Life | -627/1935 | 
| Positive | 177/177 | 
| Stamina | 343/352 | 
| Steam | 130/130 | 
| Healing Factor | 1.3225674284224 | 
| Regeneration | 189.09648939346 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +52.833530106257% | 
Vision
| Sight | 10 | 
| Lite | 14 | 
| Infravision | 11 | 
| See Stealth | 102.22004002214 | 
| See Invisible | 92.220040022142 | 
Offense: Mainhand
| Damage | 291 | 
| Accuracy | 80 | 
| Crit Chance | 60% | 
| APR | 86 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 139 | 
| Accuracy | 80 | 
| Crit Chance | 39% | 
| APR | 64 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 79 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +40% | 
| Light | +62% | 
| Temporal | +27% | 
| Physical | +23% | 
| Arcane | +25% | 
| Fire | +46% | 
| All | +10% | 
Offense: Damage Penetration
| Physical | +31% | 
| Light | +26% | 
| All | +16% | 
Defense: Base
| Armour (hardiness) | 138.48474476715 (100%) | 
| Defense | 65 | 
| Ranged Defense | 65 | 
| Fatigue | 0 | 
| Physical Save | 85 | 
| Spell Save | 28 | 
| Mental Save | 42 | 
Defense: Resistances
| Arcane | + 34%( 70%) | 
| Mind | + 44%( 70%) | 
| All | + 25%( 70%) | 
| Lightning | + 44%( 70%) | 
| Light | + 44%( 70%) | 
| Temporal | + 44%( 70%) | 
| Physical | + 44%( 70%) | 
| Darkness | + 43%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 38%( 70%) | 
Defense: Immunities
| Teleport Resistance | 100% | 
| Pinning Resistance | 100% | 
| Disarm Resistance | 100% | 
| Confusion Resistance | 0% | 
| Knockback Resistance | 25% | 
| Stun Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.3Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 50 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.3Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.3Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 78%. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.3Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 57 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
| Implants | Effective talent level: 1.3Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 66 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.7 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Strength stat. | 
Class Talents
| Steamtech / Battlefield management | 1.60 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Sawmaiming | 2.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Butchery | 1.80 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Furnace | 1.80 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Automated butchery | 1.80 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Battle machinery | 1.80 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 1.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Engineering | 1.60 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.80 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Race / Orc | 1.50 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Steamtech / Chemistry | 1.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Steam Powered Armour | 
| talent | Chant of Fortitude | 
| talent | Melting Point | 
| talent | Daunting Presence | 
| talent | Overheat Saws | 
| talent | Mow Down | 
| talent | Grinding Shield | 
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 12% feedback damage from all damage done.Empathic Hex | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity.Impossible geometries | 
| detrimental effect | Cannot heal higher than 597 life.Blood Lock | 
| detrimental effect | The target is hexed.  Each time it uses an ability it takes 95.06 fire damage, and talent cooldowns are increased by 121% plus 1 turn.Burning Hex | 
| detrimental effect | Reduces global action speed by 89%.Slow | 
| detrimental effect | The target is infected by a disease, reducing its constitution by 18 and doing 37.08 blight damage per turn.Rotting Disease | 
| beneficial effect | The target has 135 increased life regeneration.Recovery | 
| detrimental effect | One or more of your marked sustains has been deactivated:Sustain Loss · Tempest of Metal · Furnace · Goresplosion | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| The giants have breached the mountain-side of Kruk pride!Homeland They are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done | 
| As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby.Mole Down, Two To Go Investigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| The time for revenge is at hand! The Tribe stands crippled under your assaults.No Fumes Without Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel...The Dead God Awaits Along with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core.Voyage to the Center of Eyal Strange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Steam Powered Boots (10 def, 19 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Armour: +19 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +10 Str / +13 Dex Changes damage: +10% fire Stealth bonus: +0 Physical save: +19 (+4 eff.) Pinning immunity: +125% Knockback immunity: +25% Teleport immunity: +100% Generate 7 steam each time you walk. Boots. But with steam power! | 
| Quiver |  Thundercrack (16/16, 143% power, 8 apr) Requires: Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 144% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. When wielded/worn: Talent granted: +5 Antimagic Shell Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! | 
| Light source |  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes damage: +20% light Light radius: +8 See stealth: +10 It can be used to activate talent Fearscape Shift (costing 12 power out of 25/25) : Effective talent level: 2.6 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 153.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 153.44 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. | 
| On head |  Steam Powered Helm (4 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +15 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +7 Str / +7 Con Changes resistances: +10% all Blindness immunity: +100% Light radius: +6 A Helmet. But with steam power! | 
| On hands |  Steam Powered Gauntlets (0 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical crit. chance: +10.0% Armour: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Hand Cannon Critical mult.: +30.00% Disarm immunity: +100% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! | 
| Tool |  dragonbone wand of shielding 'Gloravena' [power 420]  (10 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +8 Changes stats: +2 Con Maximum wards: +4 lightning / +6 arcane / +6 light / +6 mind Changes damage: +6% physical Talent granted: +1 Ward Critical mult.: +10.00% It can be used to create a shield absorbing up to 483 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Ring of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John Activation costs 38 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
| On fingers |  Toryzilakhad Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +12 (+2 eff.) Changes stats: +5 Dex / +6 Wil / +7 Cun / +6 Con Changes resistances: +9% nature Pinning immunity: +20% Mindpower: +11 (+3 eff.) Rings can have magical properties. | 
| Around neck |  Dusksear of the Blightspawn Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 71% Damage (Melee): 10 light / 10 darkness Effects when hit in melee: * 30% chance to reduce strength, dexterity, and constitution by 22 * 34% chance to reduce damage dealt by 34% * 12% chance to blind Changes stats: +13 Mag Changes resistances: +9% nature Changes resistances penetration: +10% light Changes damage: +7% physical / +7% temporal / +15% darkness / +15% light Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +1 Amulets can have magical properties. | 
| In main hand |  Dethzaw (150% power, 47 apr) Requires: - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +47 Crit. chance: +26.0% Attack speed: 100% Block value: +80 On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +15 (+4 eff.) Fatigue: +9% Changes stats: +10 Cun / +13 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. | 
| Around waist |  Plaguelady the drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 nature Changes stats: +4 Str Changes resistances: +12% darkness Changes damage: +9% fire Life regen: +2.70 Stamina each turn: +3.00 Healing mod.: +30% A belt that goes around your waist. | 
| In off hand |  Koryhek the voratun steamsaw (148% power, 25 apr) Requires: - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * injects a simple virus dealing 132 blight damage on hit and lowering the victims highest stat Damage (Melee): +15 temporal Damage (radius 1) on hit: +20 physical Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +13 (+3 eff.) Fatigue: +12% Changes stats: +4 Str / +8 Dex Changes resistances: +35% temporal Changes resistances penetration: +15% physical Talent granted: +3 Block Critical mult.: +20.00% 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! | 
| Cloak |  Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +25% light / +25% fire / +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 14 power out of 28/28) : Effective talent level: 2.8 Power cost: 14 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 104.92 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. | 
| Main armor |  Steam Powered Armour (28 def, 31 armour) Requires: - Massive armour training Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! The set is complete. When wielded/worn: Physical power: +22 (+4 eff.) Armour: +31 Defense: +28 (+7 eff.) Fatigue: +12% Changes stats: +11 Str / +8 Dex Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +67 (+13 eff.) Stun/Freeze immunity: +50% Steampower: +22 (+4 eff.) Maximum steam: +15.00 Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. | 
Inventory
|  Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  Rune of Reflection (--) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Headlamp Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Silver Filigree Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+1 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? | 
|  This item will automatically be transmogrified when you leave the level. mindweaver's steel amulet of manastreaming Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Mental save: +8 (+2 eff.) Confusion immunity: +16% Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +36.00 Mindpower: +9 (+2 eff.) Amulets can have magical properties. | 
|  Gloomrain of the Blightspawn Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 36% chance to reduce damage dealt by 34% * 32% chance to reduce strength, dexterity, and constitution by 22 * 10% chance to blind Damage when hit (Melee): 2 mind Changes stats: +6 Mag Changes resistances: +9% mind / +9% light Changes resistances penetration: +25% mind Changes damage: +7% light / +10% darkness Physical save: +19 (+4 eff.) Spell save: +19 (+10 eff.) Mental save: +16 (+5 eff.) Amulets can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. warmaker's gold amulet of constitution (+7) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil / +6 Con Amulets can have magical properties. | 
|  Gardanion, the Light of God Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+7 eff.) Spellpower: +40 (+14 eff.) Mindpower: +40 (+8 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+8 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." | 
|  treant's gold ring of pilfering Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes resistances: +5% nature / +6% blight Poison immunity: +17% Disease immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.6 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Dex / +6 Cun / +5 Con Changes resistances: +20% cold Changes damage: +15% arcane / +10% cold Spell save: +13 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Maximum stamina: +17.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  This item will automatically be transmogrified when you leave the level. elm starstaff of might (100% power, 2 apr, physical element) Requires: Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. | 
|  Gravitational Staff (136% power, 8 apr, physical element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+9 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 7 power out of 14/14) : Effective talent level: 3.9 Power cost: 7 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 109.52 physical (gravity) damage. Each target moved beyond the first increases the damage by 13.69 (up to a maximum of 54.76 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. | 
|  This item will automatically be transmogrified when you leave the level. Betidhenn (136% power, 6 apr, physical element) Requires: Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 24% chance to slow global speed by 71% Changes stats: +14 Con / +1 Wil Changes resistances: +18% lightning / +3% darkness / +3% blight Changes damage: +30% physical Talent granted: +1 Command Staff Life regen: +3.10 Spellpower: +31 (+11 eff.) Spell crit. chance: +5% Light radius: +6 Healing mod.: +60% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.6 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 140.20 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  Spellcrusher (139% power, 4 apr) Requires: Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. | 
|  The Black Maul (182% power, 15 apr) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Technique / Two-handed assault +0.20 Corruption / Brutality Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 12 power out of 25/25) : Effective talent level: 3.9 Power cost: 12 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 277% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." | 
|  Colaryem (159% power, 12 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. | 
|  Genocide (152% power, 4 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. | 
|  Dethblyd (182% power, 18 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. | 
|  This item will automatically be transmogrified when you leave the level. quick voratun greatsword (176% power, 4 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+6 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed swords. | 
|  Ramroller (150% power, 24 apr) Requires: - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 150% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +180 Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +14 (+3 eff.) Fatigue: +0% Talent granted: +5 Block Movement speed: +0% Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" | 
|  Razorlock (129% power, 24 apr) Requires: - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 129% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Fatigue: +13% Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. | 
|  Bloommortal (125% power, 4 apr) Requires: Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 71% Damage (Melee): +13 darkness Damage against: +14% Living When wielded/worn: Changes resistances: +6% nature Changes damage: +15% blight / +6% nature Critical mult.: +20.00% Maximum mana: +100.00 Spellpower: +12 (+4 eff.) Sharp, long, and deadly. | 
|  Cautery Sword (150% power, 10 apr) Requires: Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. | 
|  Blade of Distorted Time (150% power, 10 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 70% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 4 power out of 8/8) : Effective talent level: 2.6 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 86.89 temporal damage 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. The remnants of a damaged timeline, this blade shifts and fades at random. | 
|  Dawn's Blade (161% power, 7 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 40% Wil, 75% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+4 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 316.85 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 17 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. | 
|  The Black Spike (159% power, 20 apr) Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness 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." | 
|  Falabar (150% power, 5 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +39 (+8 eff.) Physical power: +8 (+2 eff.) Armour: +8 Changes stats: +9 Str Changes resistances: +3% physical Changes damage: +31% physical Physical save: +6 (+1 eff.) Blunt and deadly. | 
|  Silent Blade (129% power, 10 apr) Requires: Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 35% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. | 
|  Swordbreaker (129% power, 20 apr) Requires: Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. 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. | 
|  Life Drinker (152% power, 11 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 40% Wil, 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 19 power out of 50/50) : Effective talent level: 2.6 Power cost: 19 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.82 acid and 11.82 blight damage. If not cleared after five turns it will inflict 67.13 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 55% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. | 
|  Mandible of Ungolmor (150% power, 12 apr) Requires: Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Mag, 35% Str, 40% Wil, 30% Cun, 35% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. | 
|  voratun dagger 'Gloomdash' (150% power, 9 apr) Requires: Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +19 fire When wielded/worn: Defense: +9 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +18% cold / +6% mind / +6% nature Changes damage: +18% darkness Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Life regen: +4.00 Sharp, short and deadly. | 
|  Eye of Summer (94% power, 18 apr, fire damage) Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. | 
|  This item will automatically be transmogrified when you leave the level. absorbing thorny mindstar (93% power, 24 apr, nature damage) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +17% lightning / +16% fire / +13% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. | 
|  Oozing Heart (115% power, 25 apr, nature slow damage) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+8 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 10 power out of 20/20) : Effective talent level: 2.6 Power cost: 10 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 152.01 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. | 
|  Eyal's Will (124% power, 40 apr, nature damage) Requires: Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 14 power out of 30/30) : Effective talent level: 3.9 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 83.73 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. | 
|  Arytosus the Glacierschism (148% power, 19 apr) Requires: - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 148% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +68 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +11 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +6% acid / +6% temporal / +5% arcane Changes resistances penetration: +5% cold Talent granted: +2 Block Reduces incoming crit damage: 5.00% Spell save: +9 (+5 eff.) 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! | 
|  Mirrorazor (143% power, 23 apr) Requires: - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 144% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated). Activation costs 14 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. | 
|  Snowbright (136% power, 19 apr) Requires: - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +71 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 cold Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +9.0% Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Damage (Melee): 22 lightning / 8 acid Damage when hit (Melee): 10 lightning / 4 cold / 5 acid Changes resistances: +6% cold Changes damage: +15% cold Talent granted: +2 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! | 
|  Furnacebore the voratun steamsaw (165% power, 25 apr) Requires: - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 165% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Damage (Melee): +16 temporal Damage (radius 2) on crit: +35 acid / +37 nature / +23 blight Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 6 temporal Changes stats: +15 Wil / +15 Con Changes resistances: +12% fire Changes resistances penetration: +21% acid / +24% nature Talent granted: +3 Block Maximum life: +110.00 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! | 
|  voratun steamsaw 'Emetira' (150% power, 25 apr) Requires: - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +90 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Attacks use: 1.0 Steam When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +12 Armour: +6 Defense: +13 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 2 physical Changes stats: +6 Str / +4 Con Changes resistances penetration: +34% physical Changes damage: +9% physical Talent granted: +3 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! | 
|  Glacia Requires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. | 
|  Annihilator Requires: - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. | 
|  The Long-Arm Requires: - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 10 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. | 
|  Thoughtcaster Requires: - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 86.90 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. | 
|  Titanic (20 def, 18 armour, 320 block) Requires: - Shield usage training Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. | 
|  Piercing Gaze (5 def, 25 armour, 180 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. | 
|  Shieldsmaiden (5 def, 20 armour, 150 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. | 
|  Summertide (17 def, 15 armour, 260 block) Requires: - Shield usage training Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 91.42 to 114.28 light damage (based on Willpower and Cunning) Activation costs 6 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, 325 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+10 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. | 
|  The Black Wall (12 def, 9 armour, 200 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." | 
|  This item will automatically be transmogrified when you leave the level. mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+3 eff.) Decaying mummy wrappings. | 
|  Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 64.29 to 80.36 physical damage (based on Willpower and Cunning) with knockback Activation costs 5 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
|  Firewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: -10% cold / +50% fire Changes resistances penetration: +20% fire Changes damage: +20% fire Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Spellpower: +12 (+4 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
|  Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. | 
|  Behemoth Hide (4 def, 6 armour) Requires: Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... | 
|  Skin of Many (12 def, 6 armour) Requires: Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
|  Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 It can be used to activate talent Bone Grab (costing 10 power out of 30/30) : Effective talent level: 2.6 Power cost: 10 out of 30/30. Range: 8 Travel Speed: 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 65.87 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. | 
|  This item will automatically be transmogrified when you leave the level. marauder's cured leather armour of lightning resistance (11 def, 4 armour) Requires: Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +11 (+3 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Changes resistances: +21% lightning Physical save: +9 (+2 eff.) A suit of armour made of leather. | 
|  Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) Requires: Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. | 
|  Rogue Plight (6 def, 7 armour) Requires: Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. | 
|  This item will automatically be transmogrified when you leave the level. Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+4 eff.) It can be used to turn yourself invisible (power 35, based on Cunning and Magic) for 10 turns Activation costs 24 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. | 
|  Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 6 power out of 16/16) : Effective talent level: 5.2 Power cost: 6 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 173.84 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
|  dwarven-steel plate armour 'Noonripper' (0 def, 11 armour) Requires: - Massive armour training Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +7 Str / +6 Mag Changes resistances: +9% light Changes damage: +12% cold Grants telepathy: Dragon Demon/Minor Humanoid/Orc Demon/Major Life regen: +4.00 Maximum life: +55.00 Healing mod.: +16% A suit of armour made of metal plates. | 
|  Cuirass of the Dark Lord (0 def, 30 armour) Requires: - Massive armour training Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 376.38 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 12 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. | 
|  Monolith Armour (40 def, 50 armour) Requires: - Massive armour training Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+10 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+16 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +16.00 Maximum life: +270.00 Spellpower: +25 (+9 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. | 
|  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Eclipseobeisance of the Blightspawn Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +20 Defense: +17 (+4 eff.) Effects when hit in melee: * 25% chance to reduce strength, dexterity, and constitution by 22 * 28% chance to reduce damage dealt by 34% Damage when hit (Melee): 6 lightning Changes stats: +4 Cun Grants telepathy: Dragon Demon/Minor Humanoid/Orc Demon/Major Reduces incoming crit damage: 5.00% Physical save: +34 (+7 eff.) Spell save: +10 (+5 eff.) Size category: +1 A belt that goes around your waist. | 
|  Blackwhisper of the Blightspawn Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +13 (+3 eff.) Effects when hit in melee: * 40% chance to reduce damage dealt by 34% * 34% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +6 Str / +5 Dex / +7 Wil / +7 Cun Changes resistances: +12% acid / +3% nature / +11% blight Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +35 (+7 eff.) Spell save: +29 (+14 eff.) Mental save: +18 (+6 eff.) Mental crit. chance: +6% A belt that goes around your waist. | 
|  Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
|  Cloak of Daggers (10 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 217 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. | 
|  Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 5 power out of 25/25) : Effective talent level: 3.9 Power cost: 5 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 86 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. | 
|  Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +0% light / +0% fire / +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. | 
|  Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+8 eff.) It can be used to activate talent Cloaking Device (costing 28 power out of 60/60) : Effective talent level: 1.3 Power cost: 28 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 88 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. | 
|  Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / -30% arcane / +20% cold / +20% nature / +0% light Changes resistances cap: +10% lightning / +10% darkness / +10% nature / +10% cold / -30% arcane / +10% fire It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 24 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. | 
|  Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 10 power out of 20/20) : Effective talent level: 3.9 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  Fulikaltholin the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Dex / +5 Mag / +8 Cun Grants telepathy: Dragon Demon/Major Demon/Minor Stealth bonus: +0 Lowers spell cool-downs by: 10% A pair of boots made of leather. | 
|  undeterred pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stealth bonus: +0 Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% Stamina each turn: +0.30 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Demonfoe of the Blightspawn (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Effects when hit in melee: * 33% chance to reduce damage dealt by 34% * 32% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +6 Cun / +2 Dex Changes resistances: +6% fire Changes resistances penetration: +8% physical Grants telepathy: Dragon Demon/Major Demon/Minor Spellpower: +12 (+4 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 12 arcane Changes stats: +5 Wil / +6 Mag Changes resistances: +7% arcane Changes damage: +7% arcane Spellpower: +11 (+4 eff.) When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +12 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Rainresolve the hardened leather gloves (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +6 Effects on melee hit: * 10% chance to reduce armor by 32% Changes stats: +4 Dex / +3 Cun / +3 Con Changes resistances: +20% blight Changes damage: +9% cold Physical save: +15 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +11 (+3 eff.) Disarm immunity: +28% Maximum life: +43.00 When used to modify unarmed attacks: Power: 126% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +13 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 70% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 6 power out of 12/12) : Effective talent level: 6.5 Power cost: 6 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 118.96 fire damage and 113.70 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. | 
|  Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Wave of Power (15% chance level 1). When this weapon hits: Displacement Shield (10% chance level 3). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. | 
|  Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% darkness / +10% cold / +10% arcane / +0% mind Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. | 
|  Bileterror (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 71% Changes stats: +10 Wil Changes resistances: +15% blight / +15% nature Changes resistances penetration: +25% lightning Changes damage: +12% lightning / +12% nature Mental save: +15 (+5 eff.) Maximum mana: +80.00 Spell crit. chance: +3% Light radius: +0 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. | 
|  Omniscience (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 14 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." | 
|  Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness / +0% mind Talent mastery: +0.20 Race / Whitehooves Mental save: +0 (+0 eff.) Silence immunity: +0% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  Helm of the Dominated (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Changes resistances: +0% mind Talent mastery: +0.20 Race / Doomelf Mental save: +0 (+0 eff.) Silence immunity: +30% Spellpower: +10 (+4 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. | 
|  Obsidianstalker of the Blightspawn (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects when hit in melee: * 34% chance to reduce strength, dexterity, and constitution by 22 * 34% chance to reduce damage dealt by 34% Damage when hit (Melee): 8 mind Changes stats: +10 Str / +9 Con Changes resistances: +35% mind Changes damage: +6% mind Physical save: +9 (+2 eff.) Mental save: +42 (+14 eff.) Confusion immunity: +40% Light radius: +0 It can be used to activate talent Battle Cry, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Ulofast (12 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 * 23% chance to reduce armor by 32% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +6 Wil / +10 Cun / +5 Con Changes resistances: +9% blight Changes damage: +3% acid / +6% temporal / +3% mind Mental save: +15 (+5 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  36 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  29 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  33 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  41 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  45 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  40 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  39 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  37 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  37 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  12 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  8 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  16 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  13 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  18 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  20 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  14 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Windborne Azurite Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  Goedalath Rock Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-8 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+6 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 14 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. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  73 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  strange black disk (1) 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (2) 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (3) 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. | 
|  powerful moss tread Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +3 Moss Tread Stealth bonus: +6 Tinkers can be attached to normal items to improve them with steam power! | 
|  perfect flash powder Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Flash Powder Tinkers can be attached to normal items to improve them with steam power! | 
|  Stralite Sand Shredder Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  simple air recycler Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! | 
|  powerful air recycler Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! | 
|  Brain Flare Powered by steamtech 0.00 Encumbrance. [Unique] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes resistances: +35% mind Talent granted: +4 Mind Crush Mental save: +20 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun mental stimulator Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  good acid groove Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel razor edge Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type 'weapon' When attach to an other item: Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! | 
| simple frost salve [power 13]simple frost salve [power 13] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 12 turns. Medical salve. | 
| simple healing salve [power 155]simple healing salve [power 155] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 155 Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. | 
| amazing healing salve [power 349]amazing healing salve [power 349] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 349 Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
| PlumpkinPlumpkin Powered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 47 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  Bydor the dwarven-steel pickaxe (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Fatigue: -6% Changes stats: +8 Str / +3 Mag Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Spellpower: +3 (+1 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  Ravenrace (dig speed 23 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Wil / +3 Con Changes damage: +18% darkness Physical save: +11 (+2 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+7 eff.) Maximum life: +70.00 Mindpower: +21 (+5 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Qog's Essentials Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect Activation costs 14 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. | 
|  Korbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. | 
|  Rod of Entropy (2/2) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 110% of the healing done. This effect scales with your Magic stat. Activation costs 35 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. | 
|  Rod of Recall (4/4) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 94 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. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride.  Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again.  By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns.  You know that this will not last forever.  You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless...  You just killed a god and gave your people the first chance to relax in thousands of years.  It's been a pretty good day.
You may continue playing and enjoy the rest of the world.  Your soldiers may want to speak with you outside...
Achievements
 A Fistful of Gold (Exploration mode)
			Buy an item from an AAA.
			A Fistful of Gold (Exploration mode)
			Buy an item from an AAA.By Vivi the Orc Sawbutcher level 8
14th Retaking 124th year of Ascendancy at 23:24 see stats
 Across the Narrow Sea (Exploration mode)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Exploration mode)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Vivi the Orc Sawbutcher level 17
2nd Revenge 124th year of Ascendancy at 14:02 see stats
 Catch that Plumpkin! (Exploration mode)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Exploration mode)
			Finish the Plumpkin event.By Vivi the Orc Sawbutcher level 38
9th Loss 124th year of Ascendancy at 13:40 see stats
 Do not go gentle into that good night (Exploration mode)
			Trapped John.
			Do not go gentle into that good night (Exploration mode)
			Trapped John.By Vivi the Orc Sawbutcher level 41
39th Loss 124th year of Ascendancy at 10:40 see stats
 Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.
			Dragon's Greed (Exploration mode)
			Amassed 8000 gold pieces.By Vivi the Orc Sawbutcher level 49
8th Destruction 124th year of Ascendancy at 08:15 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Vivi the Orc Sawbutcher level 28
32nd Pain 124th year of Ascendancy at 06:46 see stats
 I did not want that! (Exploration mode)
			Tricked Nektosh into killing one of his own people.
			I did not want that! (Exploration mode)
			Tricked Nektosh into killing one of his own people.By Vivi the Orc Sawbutcher level 14
36th Retaking 124th year of Ascendancy at 03:27 see stats
 Imp'ing Away (Exploration mode)
			You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.
			Imp'ing Away (Exploration mode)
			You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Vivi the Orc Sawbutcher level 50
21st Destruction 124th year of Ascendancy at 17:05 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Vivi the Orc Sawbutcher level 10
26th Retaking 124th year of Ascendancy at 04:48 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Vivi the Orc Sawbutcher level 20
18th Pain 124th year of Ascendancy at 14:30 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Vivi the Orc Sawbutcher level 30
37th Pain 124th year of Ascendancy at 11:18 see stats
 Level 40 (Exploration mode)
			Got a character to level 40.
			Level 40 (Exploration mode)
			Got a character to level 40.By Vivi the Orc Sawbutcher level 40
26th Loss 124th year of Ascendancy at 12:00 see stats
 Level 50 (Exploration mode)
			Got a character to level 50.
			Level 50 (Exploration mode)
			Got a character to level 50.By Vivi the Orc Sawbutcher level 50
8th Destruction 124th year of Ascendancy at 13:17 see stats
 Once Upon A Time, In the West... (Exploration mode)
			Hear the Eidolon's retelling of the Scourge from the West's journey.
			Once Upon A Time, In the West... (Exploration mode)
			Hear the Eidolon's retelling of the Scourge from the West's journey.By Vivi the Orc Sawbutcher level 50
31st Destruction 124th year of Ascendancy at 06:50 see stats
 One Ill Turn Deserves Another (Exploration mode)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another (Exploration mode)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Vivi the Orc Sawbutcher level 50
9th Destruction 124th year of Ascendancy at 12:15 see stats
 Reclaiming Garkul's Heritage (Exploration mode)
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage (Exploration mode)
			Freed the remnants of the Prides from the Internment Camp.By Vivi the Orc Sawbutcher level 31
38th Pain 124th year of Ascendancy at 23:52 see stats
 Size is everything (Exploration mode)
			Did over 1500 damage in one attack.
			Size is everything (Exploration mode)
			Did over 1500 damage in one attack.By Vivi the Orc Sawbutcher level 29
37th Pain 124th year of Ascendancy at 11:18 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Vivi the Orc Sawbutcher level 16
48th Retaking 124th year of Ascendancy at 18:51 see stats
 The Dead God Rests (Exploration mode)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.
			The Dead God Rests (Exploration mode)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Vivi the Orc Sawbutcher level 50
21st Destruction 124th year of Ascendancy at 11:26 see stats
 The High Lady's Destiny (Finale) (Exploration mode)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale) (Exploration mode)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Vivi the Orc Sawbutcher level 33
1st Dearth 124th year of Ascendancy at 02:24 see stats
 The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.By Vivi the Orc Sawbutcher level 41
39th Loss 124th year of Ascendancy at 08:50 see stats
 The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.
			The bigger the better! (Exploration mode)
			Did over 3000 damage in one attack.By Vivi the Orc Sawbutcher level 50
19th Destruction 124th year of Ascendancy at 22:14 see stats
 This will make a big Omelette! (Exploration mode)
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette! (Exploration mode)
			Collected 40 ritch eggs in the Ritch Hive.By Vivi the Orc Sawbutcher level 21
20th Pain 124th year of Ascendancy at 05:36 see stats
 Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Exploration mode)
			Amassed 3000 gold pieces.By Vivi the Orc Sawbutcher level 38
17th Loss 124th year of Ascendancy at 06:48 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Vivi the Orc Sawbutcher level 26
27th Pain 124th year of Ascendancy at 09:44 see stats
 We weren't kidding! (Exploration mode)
			Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.
			We weren't kidding! (Exploration mode)
			Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Vivi the Orc Sawbutcher level 14
36th Retaking 124th year of Ascendancy at 03:27 see stats
Log
The diseases of Grand Corruptor spread!
Grand Corruptor hits Vivi for (107 flat reduction), 229 blight (229 total damage).
Vivi damages herself through Martyrdom!
Blade horror hits Vivi for (56 flat reduction), 0 fire (0 total damage).
Vivi hits Blade horror for 1602 fire damage.
Vivi hits Grand Corruptor for (313 to bones), 0 fire (0 total damage).
Grand Corruptor casts Blood Grasp.
Vivi casts Rune: Mirror Image.
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Grand Corruptor receives 84 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Mirror Image for 281 blight damage.
Vivi is free from the epidemic.
Weakness Disease from Grand Corruptor hits Vivi for (107 flat reduction), 80 blight (80 total damage).
Rotting Disease from Grand Corruptor hits Vivi for (54 flat reduction), 0 blight (0 total damage).
Grand Corruptor casts Blood Boil.
Vivi is free from the weakness disease.
Vivi slows down.
Grand Corruptor receives 128 healing.
Grand Corruptor hits Vivi for (107 flat reduction), 252 blight (252 total damage).
Blade horror uses Kinetic Leech.
Vivi resists the effect 'Slow'!
Grand Corruptor resists the effect 'Slow'!
Mirror Image slows down.
Mirror Image slows down.
Grand Corruptor casts Pacification Hex.
Mirror Image is hexed!
Mirror Image is dazed!
Vivi is free from the corrosive worm.










































































