





















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! 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:
 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: 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 | Infinite | 
| Mode | Normal Exploration | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Adventurer | 
| Level / Exp | 30 / 75% | 
| Size | big | 
| Lifes / Deaths | Killed by cutpurse at level 3 on the 17th Voratun 122nd year of Ascendancy at 05:07/ 8 Killed by armoured skeleton warrior at level 5 on the 17th Voratun 122nd year of Ascendancy at 13:51 Killed by ultimate telugoroth at level 5 on the 17th Voratun 122nd year of Ascendancy at 22:00 Killed by ultimate telugoroth at level 5 on the 17th Voratun 122nd year of Ascendancy at 23:09 Killed by Urkis, the High Tempest at level 19 on the 31st Voratun 122nd year of Ascendancy at 14:28 Killed by Sleeping Lisimiwen at level 22 on the 1st Profit 122nd year of Ascendancy at 00:29 Killed by Sleeping Lisimiwen at level 22 on the 1st Profit 122nd year of Ascendancy at 02:20 Killed by faerlhing at level 30 on the 10th Profit 122nd year of Ascendancy at 04:16 | 
Primary Stats
| Strength | 57.410617100886 (base 12) | 
| Dexterity | 68 (base 21) | 
| Constitution | 86 (base 60) | 
| Magic | 39 (base 19) | 
| Willpower | 101 (base 57) | 
| Cunning | 97.6 (base 60) | 
Resources
| Steam | 80/100 | 
| Mana | 538/714 | 
| Equilibrium | 29 | 
| Insanity | 0/100 | 
| Life | -66/1087 | 
| Psi | 181/181 | 
| Stamina | 414/414 | 
| Paradox | 300 | 
| Healing Factor | 1.7413125 | 
| Regeneration | 34.958495924159 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +35% | 
| Spell | 0% | 
| Global | +101% | 
Vision
| Sight | 8 | 
| Lite | 8 | 
| Infravision | 4 | 
| See Invisible | 3 | 
Offense: Mainhand
| Damage | 75 | 
| Accuracy | 64 | 
| Crit Chance | 40% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 57 | 
| Accuracy | 64 | 
| Crit Chance | 40% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 37 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 69 | 
| Crit Chance | 27% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +21% | 
| Blight | +34% | 
| Arcane | +10% | 
| Cold | +12% | 
| Fire | +16% | 
Offense: Damage Penetration
| Darkness | +15% | 
| Lightning | +25% | 
| Fire | +16% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 50.678489753158 (100%) | 
| Defense | 64 | 
| Ranged Defense | 64 | 
| Fatigue | 0 | 
| Physical Save | 62 | 
| Spell Save | 51 | 
| Mental Save | 66 | 
Defense: Resistances
| Blight | + 51%( 70%) | 
| Physical | + 29%( 70%) | 
| Cold | + 52%( 70%) | 
| All | + 15%( 70%) | 
| Lightning | + 30%( 70%) | 
| Darkness | + 31%( 70%) | 
| Mind | + 27%( 70%) | 
| Fire | + 22%( 70%) | 
| Nature | + 35%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Confusion Resistance | 25% | 
| Teleport Resistance | 20% | 
| Pinning Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 70% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.3Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Dexterity stat. | 
| Implants | Effective talent level: 1.3Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.3Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. | 
| Implants | Effective talent level: 1.3Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Constitution stat. | 
| Runes | Effective talent level: 1.3Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gadgets | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemical warfare | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Tireless Combatant | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Steamtech / Artillery | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Turrets | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Steamtech / Demolition | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Demented / Friend of the worm | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Mecharachnid | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Demented / Chronophage | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Enhancement | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Psionic / Psi-fighting | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Blacksmith | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Chemistry | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Stone Skin | 
| talent | Exoskeleton | 
| talent | Incendiary Grenade | 
| talent | Atrophy | 
| talent | Augmentation | 
| talent | Shards | 
| talent | Counter Shot | 
| talent | Miasma Engine | 
| talent | Rocket Pod | 
| talent | Beyond the Flesh | 
| detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range.Oil mist | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 34% and triggers a radius 6 conal explosion dealing 44% steamgun damage. 3 stacks remaining.Reactive Armor | 
| detrimental effect | The target is infected by a disease, reducing its strength by 22 and doing 35.31 blight damage per turn.Weakness Disease | 
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+14).Continuum Destabilization | 
Quests
| You successfully escorted the lone alchemist to the recall portal on level 18 of Infinite Dungeon.Escort: lone alchemist (level 18 of Infinite Dungeon) As a reward you improved Dexterity by +5. | done | 
| You failed to protect the lone alchemist from death by Velawen the dredgling.Escort: lone alchemist (level 28 of Infinite Dungeon) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 9 of Infinite Dungeon.Escort: lone alchemist (level 9 of Infinite Dungeon) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 10 of Infinite Dungeon.Escort: lost defiler (level 10 of Infinite Dungeon) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 25 of Infinite Dungeon.Escort: lost sun paladin (level 25 of Infinite Dungeon) As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 23 of Infinite Dungeon.Escort: repented thief (level 23 of Infinite Dungeon) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 29 of Infinite Dungeon.Escort: worried loremaster (level 29 of Infinite Dungeon) As a reward you improved Cunning by +5. | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 12): Exterminator | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 137 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 13): Rush Hour (137) Turns left: -5 | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 16): Exterminator | active | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 17): Exterminator | active | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 18): Mirror Match You completed the challenge and received: +1 Generic Point | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 19): Pacifist | failed | 
| Proceed directly to the next Infinite Dungeon level in less than 224 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 20): Rush Hour (224) Turns left: 154 You completed the challenge and received: +3 Stat Points | done | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 21): Exterminator | failed | 
| Exterminate every foe on the level.Infinite Dungeon Challenge (Level 23): Exterminator You completed the challenge and received: Random Artifact: Shinenaught (120% power, 7 apr) | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 27): Mirror Match You completed the challenge and received: +1 Class Point | done | 
| All foes have the multiply talent!Infinite Dungeon Challenge (Level 28): Multiplicity Turns left: 0 You completed the challenge and received: Random Artifact: Aromira (132% power, 4 apr) | done | 
| Leave the level (to the next level) without killing a single creature. You will get two rewards.Infinite Dungeon Challenge (Level 3): Pacifist | failed | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 4): Near Sighted You completed the challenge and received: +3 Stat Points | done | 
| Find, challenge, and kill your mirror clone on the level.Infinite Dungeon Challenge (Level 5): Mirror Match You completed the challenge and received: +3 Stat Points | done | 
| Proceed directly to the next Infinite Dungeon level in less than 392 turns (an exit is revealed on your map).Infinite Dungeon Challenge (Level 8): Rush Hour (392) Turns left: -1 | failed | 
| You have entered the Infinite Dungeon. There is no going back now.The Infinite Dungeon Go deep, fight, win or die in a blaze of glory! | active | 
Equipment
| Psionic focus |  dwarven-steel greatsword 'Stokeoracle' (140% power, 2 apr) Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 Power: 141% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 39 On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage (Melee): +14 mind Damage (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Changes stats: +6 Cun / +3 Wil Changes resistances penetration: +10% fire Changes damage: +15% blight / +3% fire Massive two-handed swords. | 
| Quiver |  deadly pouch of iron shots of wind (12/15, 119% power, 1 apr) Requires: Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 120% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. | 
| On hands |  Strikestar the hardened leather gloves (0 def, 6 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Damage (Melee): 5 fire Changes stats: +1 Cun Changes resistances: +6% lightning / +7% fire / +6% darkness Changes resistances penetration: +15% lightning Changes damage: +3% fire Talent granted: +2 Iron Grip Mental save: +5 (+2 eff.) Disarm immunity: +70% Maximum life: +43.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Light source |  scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  hardened leather hat 'Balurak' (0 def, 10 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +4 Mag / +9 Wil / +4 Cun Changes resistances: +9% blight / +3% nature Changes damage: +10% blight / +10% arcane Physical save: +9 (+3 eff.) Mental save: +16 (+4 eff.) Teleport immunity: +20% Spell crit. chance: +3% Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A hat made of leather. Very stylish. | 
| On feet |  traveler's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Movement speed: +25% A pair of boots made of leather. | 
| Tool |  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
| On fingers |  gladiator's stralite ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 39 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 39 Damage (Ranged): 16 physical Changes stats: +5 Str / +5 Cun / +7 Con Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. | 
| On fingers |  Mayogara the gold ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 15 light Changes stats: +12 Mag / +14 Wil / +4 Cun Changes damage: +12% light Spellpower: +10 (+4 eff.) Mindpower: +7 (+1 eff.) Light radius: +1 See invisible: +3 Rings can have magical properties. | 
| Around neck |  Fogseam Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 darkness Changes stats: +4 Dex / +5 Cun / +3 Con Changes resistances: +14% mind / +6% physical Changes resistances penetration: +15% darkness Confusion immunity: +25% Life regen: +2.00 Stamina each turn: +0.60 Light radius: +3 Movement speed: +10% Amulets can have magical properties. | 
| In main hand |  blazebringer's steel steamgun of cold Requires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 On weapon hit: * shock your foe dealing 23 damage and draining some of their resources Travel speed: +600% Damage (Ranged): +5 cold Damage (radius 1) on hit: +0 20% chance of physical repulsion Damage (radius 2) on crit: +15 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +6% fire Changes damage: +12% cold Global speed: +1% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  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 Talent granted: +1 Thunder Grenade Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. | 
| In off hand |  Yvawen the dwarven-steel shield (0 def, 7 armour, 100% power, 83.5 block) Requires: - Shield usage training Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 140% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage Shield penetration (this weapon only): +10% Damage (Melee): +15 cold When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +7 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 9 lightning On shield block: * Deals 225 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +9 Str / +5 Dex / +4 Wil Changes resistances: +13% cold Changes damage: +9% blight Talent granted: +1 Block Vim when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) Damage Shield penetration: +30% Handheld deflection devices. | 
| Cloak |  thick cashmere cloak of the Shaloren (2 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +12% lightning / +11% cold Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Blastbrawn (6 def, 7 armour) Requires: Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Armour Hardiness: +20% Defense: +6 (+1 eff.) Fatigue: +10% Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Changes resistances: +13% blight / +6% physical / +13% darkness Changes resistances penetration: +10% lightning Changes damage: +9% light Physical save: +12 (+3 eff.) Life regen: +5.80 Maximum life: +31.00 Light radius: +1 Healing mod.: +12% A suit of armour made of leather. | 
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: 16 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 295 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. | 
|  2 schematic: Armour Reinforcement 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: Grounding Strap 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: Magnetic Shell 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. | 
|  2 schematic: Mental Stimulator 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: Moss Tread 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: Poison Groove 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: Razor Edge 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: Rocket Boots 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: Spring Grapple 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: Steamgun 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: Thunderclap Coating 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: Voltaic Shell 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. | 
|  2 schematic: Waterproof Coating 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. | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  Mirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 228 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
|  Airgore Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +2 Mag Changes damage: +12% lightning / +3% cold Spell save: +3 (+1 eff.) Mana each turn: +0.18 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +92.00 Spell crit. chance: +1% Amulets can have magical properties. | 
|  titan's steel ring of nature (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+2 eff.) Rings can have magical properties. | 
|  The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." | 
|  sneakthief's gold ring of darkness (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +7 Cun / +5 Dex Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. | 
|  Kor's Fall (100% power, 0 apr, darkness element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.9 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 128.08 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (256). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  Poltergeist's Eclipse (117% power, 4 apr, physical element) Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Changes damage: +15% temporal / +15% light / +15% physical / +15% darkness / +4% all Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+5 eff.) Spell crit. chance: +10% Mental crit. chance: +2% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
|  This item will automatically be transmogrified when you leave the level. Poryssra (120% power, 4 apr, darkness element) Requires: Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +12 (+4 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 72.39 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. manaburning iron battleaxe of crippling (108% power, 1 apr) Requires: Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Massive two-handed battleaxes. | 
|  Gurawen the Fogream (124% power, 2 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 124% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes stats: +1 Mag Changes resistances penetration: +9% physical Changes damage: +12% darkness Disarm immunity: +39% Vim when firing critical spell: +2.00 Maximum vim: +10.00 Massive two-handed battleaxes. | 
|  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: 100% Wil, 50% Mag 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. | 
|  This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel longsword of vileness (125% power, 4 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +5 blight When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +20% Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Aromira (132% power, 4 apr) Requires: Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +14 fire When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Cun / +1 Con Changes resistances: +3% blight Changes resistances penetration: +5% blight Reduces incoming crit damage: 10.00% Light radius: +2 See invisible: +6 Blunt and deadly. | 
|  Emelogatta (108% power, 3 apr) Requires: Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +8 blight Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Disease immunity: +14% Cut immunity: +20% Disarm immunity: +24% Stun/Freeze immunity: +10% Life regen: +4.00 Maximum mana: +20.00 One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel waraxe of massacre (132% power, 4 apr) Requires: Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 132% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 113 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel waraxe of massacre (136% power, 4 apr) Requires: Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 113 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) One-handed war axes. | 
|  This item will automatically be transmogrified when you leave the level. Spelldrinker (132% power, 8 apr) Requires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 67% Wil, 55% Mag, 33% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. | 
|  This item will automatically be transmogrified when you leave the level. thorny mindstar 'Blazewalker' (96% power, 24 apr, mind damage) Requires: Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind 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% On weapon hit: * 20% chance to reduce armor by 30% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 30% Damage when hit (Melee): 10 lightning Changes resistances: +2% blight / +27% acid Changes resistances penetration: +10% acid Changes damage: +2% nature / +6% lightning Talent granted: +1 Attune Mindstar Disease immunity: +14% Mindpower: +6 (+1 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. | 
|  This item will automatically be transmogrified when you leave the level. wrathful thorny mindstar of storms (98% power, 24 apr, nature damage) Requires: Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% 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: Damage (Melee): 9 lightning Changes stats: +3 Str / +1 Dex / +5 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +7% lightning Changes damage: +6% lightning Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +7% 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. | 
|  steel steamsaw 'Belydhetira' (111% power, 0 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 2 Power: 111% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 6 mind On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) Changes stats: +3 Wil Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Cuthybers the ash longbow Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +14 fire When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +19 Changes resistances: +3% mind Changes resistances penetration: +19% all Changes damage: +12% blight / +15% fire Maximum vim: +10.00 Damage Shield penetration: +30% Longbows are used to shoot arrows at your foes. | 
|  enhanced ash longbow of piercing Requires: - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Changes stats: +11 Str / +8 Dex / +5 Mag / +8 Wil / +5 Cun / +11 Con Changes resistances penetration: +11% all Longbows are used to shoot arrows at your foes. | 
|  Demonwhisper Requires: - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 lightning / +20 arcane Damage (radius 1) on hit: +8 darkness When wielded/worn: Armour: +8 Effects on ranged hit: * 20% chance to reduce damage dealt by 31% Changes resistances: +9% cold Changes damage: +17% lightning Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Longbows are used to shoot arrows at your foes. | 
|  Tarrigund the yew longbow Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 fire When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Changes resistances penetration: +11% all Changes damage: +3% arcane / +17% fire Critical mult.: +10.00% Spell save: +9 (+3 eff.) Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. keeper's elven-wood longbow of true flight Requires: - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +14.0% Changes resistances penetration: +11% temporal / +11% physical Changes damage: +21% temporal / +18% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. | 
|  Eldoral Last Resort Requires: - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. | 
|  This item will automatically be transmogrified when you leave the level. Gygorn the Shockwind Requires: - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Armour: +10 Changes stats: +1 Dex Changes resistances: +3% mind / +9% nature Changes damage: +6% lightning Spell save: +12 (+4 eff.) Poison immunity: +20% Slings are used to hurl stones or metal shots at your foes. | 
|  mighty steel steamgun of lightning Requires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 lightning Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes damage: +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  steel steamgun of acid Requires: - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +7 acid Attacks use: 2.0 Steam When wielded/worn: Changes damage: +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  This item will automatically be transmogrified when you leave the level. overgrown dwarven-steel steamgun of true flight Requires: - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +9 When this weapon hits: Overgrowth (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Life regen: +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  This item will automatically be transmogrified when you leave the level. high-capacity pouch of stralite shots (48/48, 150% power, 5 apr) Requires: Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 151% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 48 When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. | 
|  wrathful dwarven-steel shield of the stars (0 def, 6 armour, 100% power, 86 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +86 Damage (Melee): +12 light / +10 darkness Damage (radius 2) on crit: +13 light / +13 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 96 light and fire damage to each enemy blocked Changes stats: +2 Cun / +2 Mag Changes resistances: +6% fire / +19% light / +12% darkness Changes damage: +10% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. | 
|  exposing stralite shield of the stars (0 def, 8 armour, 100% power, 140 block) Requires: - Shield usage training Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (Melee): +12 light / +11 darkness When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 8% chance to reduce all saves and defense by 39 Effects when hit in melee: * 25% chance to reduce all saves and defense by 39 Changes stats: +3 Cun / +5 Mag Changes resistances: +12% light / +14% darkness Changes damage: +12% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. cashmere robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of protection (3 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes resistances: +11% all Physical save: +18 (+5 eff.) Mental save: +19 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  This item will automatically be transmogrified when you leave the level. silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes damage: +10% all Spellpower: +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
|  prismatic steel mail armour of spell shielding (2 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Armour Hardiness: +0% Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +12% darkness / +7% arcane / +10% light Spell save: +12 (+4 eff.) A suit of armour made of mail. | 
|  steel mail armour (2 def, 6 armour) Requires: - Heavy armour training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +20% lightning / +12% nature / +12% blight A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. Tarrasca (0 def, 50 armour) Requires: - Massive armour training Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. | 
|  This item will automatically be transmogrified when you leave the level. Hazereign Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Dex / +7 Wil / +4 Cun / +7 Lck Changes resistances: +15% darkness / +6% fire Changes damage: +9% cold Trap disarming bonus: +7 Stealth bonus: +8 Spell save: +6 (+2 eff.) Infravision radius: +4 A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +1 Cun / +2 Con Physical save: +10 (+3 eff.) Mental save: +12 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +10.00 A pair of boots made of leather. | 
|  Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. | 
|  Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 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. | 
|  6 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. | 
|  2 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. | 
|  4 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. | 
|  8 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. | 
|  8 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. | 
|  5 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  3 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. | 
|  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. | 
|  sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  2 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. | 
|  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. | 
|  49 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. | 
|  Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+4 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 232 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. | 
|  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. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. | 
Achievements
 Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.
			Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.By Machina the Dwarf Adventurer level 19
31st Voratun 122nd year of Ascendancy at 09:46 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Machina the Dwarf Adventurer level 25
5th Profit 122nd year of Ascendancy at 08:33 see stats
 Infinite x10 (Exploration mode)
			Got to level 10 of the infinite dungeon.
			Infinite x10 (Exploration mode)
			Got to level 10 of the infinite dungeon.By Machina the Dwarf Adventurer level 10
23rd Voratun 122nd year of Ascendancy at 09:48 see stats
 Infinite x20 (Exploration mode)
			Got to level 20 of the infinite dungeon.
			Infinite x20 (Exploration mode)
			Got to level 20 of the infinite dungeon.By Machina the Dwarf Adventurer level 23
2nd Profit 122nd year of Ascendancy at 10:25 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Machina the Dwarf Adventurer level 10
22nd Voratun 122nd year of Ascendancy at 18:11 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Machina the Dwarf Adventurer level 20
31st Voratun 122nd year of Ascendancy at 15:52 see stats
 Level 30 (Exploration mode)
			Got a character to level 30.
			Level 30 (Exploration mode)
			Got a character to level 30.By Machina the Dwarf Adventurer level 30
9th Profit 122nd year of Ascendancy at 12:39 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 Machina the Dwarf Adventurer level 16
28th Voratun 122nd year of Ascendancy at 19:22 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Machina the Dwarf Adventurer level 20
3rd Acquisition 122nd year of Ascendancy at 06:55 see stats
Log
You collect a new ingredient: faerlhing fang (1).
Machina's Shoot hits Faerlhing for 167 physical damage.
Mecharachnid (servant of Machina) uses Pincer Strike.
You collect a new ingredient: snow giant kidney (1).
Machina's Shoot killed Faerlhing!
Mecharachnid (servant of Machina) hits Snow giant boulder thrower for 11 physical damage.
Mecharachnid (servant of Machina) killed Snow giant boulder thrower!
Talent Grenade Launcher is ready to use.
Rotting Disease from Elven cultist hits Machina for (0 exoskeleton), 20 blight (20 total damage).
Weakness Disease from Elven cultist hits Machina for (0 exoskeleton), 19 blight (19 total damage).
Faerlhing's arcane area effect hits Machina for (2 exoskeleton), 240 arcane (240 total damage).
Faerlhing's arcane area effect hits Ultimate shivgoroth for 303 arcane damage.
Faerlhing's arcane area effect hits Mecharachnid (servant of Machina) for 285 arcane damage.
Ghast's purging blight area effect hits Mecharachnid (servant of Machina) for 40 blight damage.
Ghast's purging blight area effect hits Machina for (9 exoskeleton), 9 blight (9 total damage).
Ultimate shivgoroth casts Glacial Vapour.
Mecharachnid (servant of Machina) deflects the projectile from Something to the north!
Ultimate shivgoroth HEALS from cold damage!
Machina's Rocket Pod hits Ultimate shivgoroth for 76 fire, 7 physical, 9 light, 0 cold, 2 healing, 10 lightning (102 total damage) [2 healing].
Machina casts Rune: Shatter Afflictions.
Machina is free from the rotting disease.
A shield forms around Machina.
Machina uses Elemental Split.
Machina is no longer out of phase.
Stone Half (Machina) is no longer out of phase.
Crystaline Half (Machina) is no longer out of phase.
The shield around Stone Half (Machina) crumbles.
Your shield crumbles under the damage!
The shield around Machina crumbles.















































































































