















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | 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:
 Items Vault 1.6.0Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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 | Nightmare Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Sawbutcher | 
| Level / Exp | 50 / 3804% | 
| Size | big | 
| Lifes / Deaths | Killed by Outpost Leader John at level 14 on the 25th Revenge 124th year of Ascendancy at 07:05 1 / 6Killed by fearful symmetry at level 16 on the 28th Pain 124th year of Ascendancy at 14:00 Killed by Sleeping Polara at level 27 on the 32nd Dearth 124th year of Ascendancy at 18:10 Killed by Ganar the human at level 30 on the 51st Destruction 124th year of Ascendancy at 19:33 Killed by Nouiron the human at level 31 on the 3rd Remembrance 125th year of Ascendancy at 07:33 Killed by Saloriabeth the ghast at level 42 on the 27th Retaking 125th year of Ascendancy at 13:13  | 
Primary Stats
| Strength | 197 (base 60) | 
| Dexterity | 109 (base 60) | 
| Constitution | 44 (base 29) | 
| Magic | 30 (base 10) | 
| Willpower | 36 (base 10) | 
| Cunning | 106 (base 60) | 
Resources
| Life | 1539/1539 | 
| Steam | 95/95 | 
| Healing Factor | 1.3623177570094 | 
| Regeneration | 15.598538317758 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 18 | 
| See Stealth | 10 | 
| ESP Range | 20 | 
| ESP Kinds | humanoid, giant | 
Offense: Mainhand
| Damage | 241 | 
| Accuracy | 75 | 
| Crit Chance | 59% | 
| APR | 54 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 114 | 
| Accuracy | 75 | 
| Crit Chance | 58% | 
| APR | 27 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 42 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +103% | 
| Temporal | +21% | 
| Blight | +31% | 
| Physical | +45% | 
| Fire | +51% | 
| All | +18% | 
Offense: Damage Penetration
| Light | +35% | 
| Physical | +74% | 
| Fire | +36% | 
| All | +10% | 
Defense: Base
| Armour (hardiness) | 106.08934837382 (100%) | 
| Defense | 72 | 
| Ranged Defense | 72 | 
| Fatigue | 0 | 
| Physical Save | 82 | 
| Spell Save | 39 | 
| Mental Save | 43 | 
Defense: Resistances
| Lightning | + 69%( 70%) | 
| Light | + 73%( 80%) | 
| Mind | + 49%( 70%) | 
| Darkness | + 52%( 70%) | 
| Physical | + 35%( 70%) | 
| Fire | + 36%( 70%) | 
| All | + 32%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 100% | 
| Bleed Resistance | 70% | 
| Confusion Resistance | 50% | 
| Stun Resistance | 100% | 
| Pinning Resistance | 100% | 
| Poison Resistance | 70% | 
| Blind Resistance | 100% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 253% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.6 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Magic stat.  | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
| Steamtech / Sawmaiming | 1.60 | 
  | 2/5 | 
  | 4/5 | 
  | 4/5 | 
  | 4/5 | 
| Steamtech / Butchery | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 3/5 | 
| Steamtech / Furnace | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Steamtech / Battle machinery | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Automated butchery | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 4/5 | 
  | 4/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
  | 4/5 | 
  | 3/5 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| Steamtech / Blacksmith | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Steam Powered Armour | 
| talent | Tempest of Metal | 
| talent | Furnace | 
| talent | Overheat Saws | 
| talent | Melting Point | 
| talent | Mow Down | 
| talent | Goresplosion | 
| talent | Grinding Shield | 
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo 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 | 
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it!  | active | 
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 UnicornA 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! HomelandThey 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 | 
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf 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 GoInvestigating 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 YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong...  | done | 
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter 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. StargazersOur 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 AwaitsAlong 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 StarsWith 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 ShopownerHe 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 | 
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself!  | 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 EyalStrange 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 (8 def, 15 armour)  =FEET=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: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +100% Generate 7 steam each time you walk. Boots. But with steam power! This object's appearance was changed to Steam Powered Boots.  | 
| Light source |  Summertide Phial  =LITE=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +30% light Light radius: +10 See stealth: +10 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(91 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Steam Powered Helm (3 def, 12 armour)  =HEAD=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: +25 (+6 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +100% Light radius: +7 A Helmet. But with steam power! This object's appearance was changed to Invisible.  | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour)  =HANDS=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: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Spring Grapple Critical mult.: +30.00% Disarm immunity: +100% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Str, 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! This object's appearance was changed to Steam Powered Gauntlets.  | 
| Tool |  Gefast the dwarven-steel pickaxe (dig speed 6 turns) =TOOL=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Cun Changes resistances penetration: +18% physical Changes damage: +3% temporal Reduces incoming crit damage: 15.00% Physical save: +10 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Maximum life: +93.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Ring of Lost Love =RING1=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. 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 |  Glory of the Pride =RING2=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.  | 
| Around neck |  Glimmerwild =AMULET=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances penetration: +25% light Changes damage: +13% blight / +13% fire / +30% light / +9% physical Critical mult.: +18.00% Stamina each turn: +3.00 Maximum stamina: +30.00 Spellpower: +13 (+4 eff.) Amulets can have magical properties.  | 
| In main hand |  Dethzaw (150% power, 27 apr)  =WEAPON1=Requires: - Strength 32 - 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 stat: 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +6.0% Attack speed: 100% Block value: +80 On weapon hit: * flashes light on your target dealing 134 damage 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: +15 Defense: +12 (+3 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Critical mult.: +15.00% 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. This object's appearance was changed to Viletooth.  | 
| Around waist |  Adatta  =BELT=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Defense: +30 (+8 eff.) Changes stats: +10 Str / +8 Dex / +5 Wil / +5 Cun Changes resistances penetration: +20% physical Physical save: +15 (+3 eff.) Spell save: +16 (+5 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +2.00 A belt that goes around your waist.  | 
| In off hand |  enhanced voratun steamsaw of crushing (148% power, 0 apr)  =WEAPON2=Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +5.0% Attack speed: 100% Block value: +103 On weapon hit: * flashes light on your target dealing 134 damage Attacks use: 1.0 Steam When used to attack (with talents): Power: 91% Range: 1.1x Uses stat: Damage type: Physical On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Physical power: +11 (+2 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +9 Str / +10 Dex / +9 Mag / +9 Wil / +9 Cun / +7 Con Talent granted: +3 Block Critical mult.: +15.00% 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! This object's appearance was changed to Viletooth.  | 
| Cloak |  Radiance (15 def, 0 armour)  =CLOAK=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% lightning / +30% light / +0% cold / +0% nature / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Stun/Freeze immunity: +50% Spellpower: +20 (+6 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. This object's appearance was changed to Radiance.  | 
| Main armor |  Steam Powered Armour (23 def, 25 armour)  =BODY=Requires: - Massive armour training - Strength 60 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: +25 Defense: +23 (+6 eff.) Fatigue: +12% Changes stats: +9 Str / +6 Dex Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +55 (+11 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +50% Life regen: +10.00 Steampower: +22 (+5 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. This object's appearance was changed to Steam Powered Armour.  | 
Inventory
 medical injector implant of the duelist (efficiency 182% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 182% efficiency and cooldown mod of 62%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the psychic (efficiency 199% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the wizard (steam 16)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.6 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 healing infusion of the warrior (heal 437; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 437 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 healing infusion of the wizard (heal 133; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the duelist (speed 758%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 758% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the warrior (speed 1352%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1352% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the duelist (heal 768; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 768 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion (res 24%; mental, magical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the psychic (res 23%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the sneak (res 39%; mental, physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the warrior (res 54%; magical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 54% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 acid wave rune of the sneak (damage 374; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 unleash a cone dealing 374.30 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune (damage 112; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the duelist (range 11; phase 36; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 11 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 ethereal rune (power 22; resist 35%; move 63%; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 63% faster, and you are invisible (power 22). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune (absorb 114; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 114 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune (absorb 20; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune (absorb 438; dur 8; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 438 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the warrior (absorb 767; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 767 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stormshield rune of the sneak (threshold 7; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 7 up to 6 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 teleportation rune (range 53; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Amiromirach the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +4 Mag Changes resistances: +15% acid / +15% temporal / +18% light / +18% lightning Critical mult.: +21.35% Disease immunity: +21% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +44.00 Healing mod.: +15% Amulets can have magical properties.  | 
 BerolathavonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Str / +7 Wil Changes resistances: +9% mind / +30% light / +30% darkness Changes resistances penetration: +25% physical Changes damage: +15% physical Blindness immunity: +46% Spellpower on spell critical (stacks up to 3 times): +8 Amulets can have magical properties.  | 
 Cinderbloom the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +10 Wil Changes resistances: +21% blight / +15% fire / +6% arcane / +18% cold Changes resistances penetration: +15% fire Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +25% Confusion immunity: +25% Healing mod.: +25% Amulets can have magical properties.  | 
 Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 232 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
 Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer.  | 
 Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.  | 
 Gardanion, the Light of God =GARDANION=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+7 eff.) Spellpower: +40 (+13 eff.) Mindpower: +40 (+13 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 eff.) "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."  | 
 Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 477.31 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.  | 
 Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 25 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders.  | 
 RootwreckInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +4 Damage when hit (Melee): 10 fire Changes stats: +5 Str / +2 Dex Changes resistances: +35% nature / +26% blight Changes damage: +15% nature / +9% physical Poison immunity: +44% Disease immunity: +44% Stamina each turn: +3.00 Amulets can have magical properties.  | 
 SunstonePowered 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 (+2 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?  | 
 archmage's gold amulet of magic (+7)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties.  | 
 starseer's voratun amulet of cunning (+9)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Cun / +6 Mag Changes damage: +7% darkness / +8% temporal / +8% light / +8% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties.  | 
 starseer's voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 22% * 14% chance to blind Changes stats: +6 Mag Changes damage: +8% temporal / +8% physical / +17% darkness / +21% light Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties.  | 
 vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +5 Con Critical mult.: +18.00% Physical save: +14 (+3 eff.) Life regen: +11.00 Maximum life: +65.00 Amulets can have magical properties.  | 
 vitalizing voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes damage: +15% blight / +15% fire Critical mult.: +17.00% Physical save: +20 (+4 eff.) Life regen: +6.00 Maximum life: +76.00 Spellpower: +14 (+4 eff.) Amulets can have magical properties.  | 
 ArufastInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% fire / +6% light / +60% cold Changes damage: +24% cold Physical save: +6 (+1 eff.) Rings can have magical properties.  | 
 ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 86.88 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise.  | 
 Mayarinor the GalemireInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 18% chance to reduce all saves and defense by 27 Damage (Melee): 25 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 27 Damage (Ranged): 18 physical Changes stats: +3 Str / +20 Wil / +17 Cun Changes resistances: +9% lightning Changes resistances penetration: +10% mind / +10% physical Mental save: +18 (+6 eff.) Stamina each turn: +3.62 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Maximum psi: +20.00 Mindpower: +13 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
 MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are.  | 
 Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 150.46 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.  | 
 Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +8 Wil / +7 Cun / +5 Con Changes resistances: +6% fire / +15% nature / +9% cold Changes resistances penetration: +5% fire Changes damage: +3% fire Physical save: +18 (+3 eff.) Spell save: +34 (+11 eff.) Mental save: +17 (+6 eff.) Maximum stamina: +40.00 Mindpower: +13 (+4 eff.) 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?  | 
 conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +16 Defense: +16 (+4 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +14 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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.  | 
 gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +9 Str / +10 Con Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% Rings can have magical properties.  | 
 gold ring 'Iseyalaith'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +20% light / +5% arcane / +15% mind Reduces incoming crit damage: 10.00% Blindness immunity: +10% Life regen: +4.00 Mindpower: +11 (+4 eff.) Rings can have magical properties.  | 
 marksman's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Damage (Melee): 26 light Damage (Ranged): 29 light Changes stats: +8 Dex / +6 Mag Changes damage: +18% light Rings can have magical properties.  | 
 marksman's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage (Melee): 33 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 27 Damage (Ranged): 21 physical Changes stats: +4 Cun / +8 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
 mule's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Fatigue: -6% Maximum encumbrance: +27 Spellpower: +5 (+1 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties.  | 
 painweaver's stralite ring of fire (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +32% fire Changes damage: +16% fire / +8% all Spellpower: +15 (+5 eff.) Mindpower: +17 (+6 eff.) Rings can have magical properties.  | 
 painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 27 Damage (Melee): 21 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 27 Damage (Ranged): 22 physical Changes stats: +4 Cun Changes damage: +7% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +15 (+5 eff.) Mindpower: +11 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties.  | 
 sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +13 Defense: +10 (+3 eff.) Changes stats: +6 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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.  | 
 stralite ring 'Obsidianslicer'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Effects on melee hit: * 24 arcane resource burn Damage when hit (Melee): 12 physical Changes stats: +8 Str / +8 Dex Changes resistances: +18% fire Changes resistances penetration: +30% darkness Changes damage: +18% darkness Spell save: +22 (+7 eff.) Stamina each turn: +3.70 Rings can have magical properties.  | 
 treant's voratun ring of luminosityPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 35 light Damage (Ranged): 33 light Changes stats: +9 Mag Changes resistances: +11% nature / +15% blight Changes damage: +17% light Poison immunity: +23% Disease immunity: +21% Rings can have magical properties.  | 
 voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +15.00 Maximum life: +86.00 Healing mod.: +10% Rings can have magical properties.  | 
 quick voratun battleaxe of massacre (188% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 188% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+8 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed battleaxes.  | 
 truestriking voratun battleaxe of enduring (170% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +20 Changes stats: +21 Con / +20 Wil Changes resistances penetration: +21% physical Maximum life: +154.00 Massive two-handed battleaxes.  | 
 voratun battleaxe of rage (169% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+7 eff.) Changes stats: +16 Str Changes damage: +21% physical Massive two-handed battleaxes.  | 
 warbringer's voratun battleaxe (166% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+4 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Disarm immunity: +36% Massive two-handed battleaxes.  | 
 blazebringer's voratun dagger of ruin (145% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +67 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +11.0% Changes resistances penetration: +25% fire Critical mult.: +35.00% Global speed: +8% Sharp, short and deadly.  | 
 caustic voratun dagger of ruin (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +45 nature When wielded/worn: Armour penetration: +25 Physical crit. chance: +12.0% Changes resistances penetration: +18% acid / +21% nature Critical mult.: +24.00% Sharp, short and deadly.  | 
 chilling voratun dagger of massacre (160% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +21 cold Sharp, short and deadly.  | 
 elemental voratun dagger of massacre (160% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +6% fire Changes damage: +26% fire Sharp, short and deadly.  | 
 enhanced voratun dagger of crippling (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +12 Str / +13 Dex / +11 Mag / +12 Wil / +13 Cun / +12 Con Sharp, short and deadly.  | 
 enhanced voratun dagger of torment (147% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +11 Str / +4 Dex / +9 Mag / +8 Wil / +10 Cun / +11 Con Sharp, short and deadly.  | 
 quick voratun dagger of crippling (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +22 (+5 eff.) Physical crit. chance: +15.0% Changes stats: +7 Dex Combat speed: +10% Sharp, short and deadly.  | 
 truestriking voratun dagger of evisceration (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Changes resistances penetration: +14% physical Sharp, short and deadly.  | 
 blazebringer's voratun greatmaul of rage (176% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +56 fire When wielded/worn: Accuracy: +28 (+6 eff.) Changes stats: +10 Str Changes resistances penetration: +28% fire Changes damage: +17% physical Global speed: +8% Massive two-handed mauls.  | 
 elemental voratun greatmaul of evisceration (179% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 fire damage (1/turn) On weapon crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +17 (+3 eff.) Changes resistances penetration: +33% fire Changes damage: +31% fire Massive two-handed mauls.  | 
 truestriking voratun greatmaul of evisceration (180% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +28 (+6 eff.) Armour penetration: +21 Physical crit. chance: +17.0% Physical power: +20 (+4 eff.) Changes resistances penetration: +21% physical Massive two-handed mauls.  | 
 voratun greatmaul of shearing (182% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+8 eff.) Armour penetration: +21 Changes resistances penetration: +21% all Massive two-handed mauls.  | 
 caustic voratun greatsword of erosion (173% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +34 acid / +49 nature When wielded/worn: Armour penetration: +13 Changes resistances penetration: +17% acid / +21% nature Massive two-handed swords.  | 
 enhanced voratun greatsword of evisceration (173% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +19.0% Physical power: +21 (+4 eff.) Changes stats: +19 Str / +17 Dex / +14 Mag / +14 Wil / +16 Cun / +17 Con Massive two-handed swords.  | 
 truestriking voratun greatsword of enduring (175% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 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: +17 (+4 eff.) Armour penetration: +14 Changes stats: +14 Con / +16 Wil Changes resistances penetration: +14% physical Maximum life: +84.00 Massive two-handed swords.  | 
 voratun greatsword of rage (173% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 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: +33 (+7 eff.) Changes stats: +10 Str Changes damage: +21% physical Massive two-handed swords.  | 
 warbringer's voratun greatsword of shearing (171% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 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: +28 (+6 eff.) Armour penetration: +20 Physical power: +19 (+3 eff.) Changes stats: +10 Con Changes resistances penetration: +21% all / +20% physical Disarm immunity: +42% Massive two-handed swords.  | 
 EclipsemarkRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce armor by 31% Damage (Ranged): +30 lightning / +20 darkness / +12 arcane Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes resistances: +9% darkness Changes damage: +30% lightning / +6% mind Longbows are used to shoot arrows at your foes.  | 
 Hellsvagrant the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 fire Damage (radius 1) on hit: +16 cold When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +8.0% Changes resistances: +6% fire Changes resistances penetration: +10% fire / +33% physical Changes damage: +6% cold / +27% fire Longbows are used to shoot arrows at your foes.  | 
 enhanced dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +14 Str / +20 Dex / +14 Mag / +8 Wil / +5 Cun / +20 Con Longbows are used to shoot arrows at your foes.  | 
 enhanced dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +17.0% Changes stats: +12 Str / +11 Dex / +14 Mag / +15 Wil / +5 Cun / +11 Con Longbows are used to shoot arrows at your foes.  | 
 swiftstrike elven-wood longbow of enduringRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Travel speed: +200% When wielded/worn: Changes stats: +18 Wil / +9 Cun / +20 Con Maximum life: +135.00 Combat speed: +10% Longbows are used to shoot arrows at your foes.  | 
 acidic voratun longsword of crippling (155% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 When wielded/worn: Physical crit. chance: +15.0% Sharp, long, and deadly.  | 
 blazebringer's voratun longsword of ruin (153% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +86 fire When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Changes resistances penetration: +24% fire Critical mult.: +31.00% Global speed: +10% Sharp, long, and deadly.  | 
 quick voratun longsword of crippling (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +8.0% Changes stats: +6 Dex Combat speed: +10% Sharp, long, and deadly.  | 
 quick voratun longsword of disruption (153% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +27% Unnatural When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +5 Dex Combat speed: +10% Sharp, long, and deadly.  | 
 enhanced voratun mace of crippling (157% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Changes stats: +8 Str / +10 Dex / +10 Mag / +11 Wil / +11 Cun / +13 Con Blunt and deadly.  | 
 enhanced voratun mace of erosion (157% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Changes stats: +11 Str / +13 Dex / +13 Mag / +6 Wil / +9 Cun / +11 Con Blunt and deadly.  | 
 plaguebringer's voratun mace of ruin (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +19 blight When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Critical mult.: +35.00% Disease immunity: +31% Blunt and deadly.  | 
 stormbringer's voratun mace of massacre (170% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +36 cold When wielded/worn: Changes resistances penetration: +24% lightning / +24% cold Movement speed: +49% Blunt and deadly.  | 
 Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 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: 94% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% 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: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Critical mult.: +0.00% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete.  | 
 blighted elven-wood vilestaff (129% power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +26.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art.  | 
 bloodlich's dragonbone vilestaff of breaching (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag 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: Changes stats: +8 Mag / +5 Cun / +7 Con Changes resistances penetration: +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +25.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +29.00 Maximum neg.energy: +46.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 bloodlich's yew vilestaff of the prodigy (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag 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: Changes stats: +18 Mag / +12 Wil / +19 Cun / +6 Con Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +19.00% N.Energy each turn: +0.20 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum vim: +38.00 Maximum neg.energy: +25.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
 cruel elven-wood magestaff of the prodigy (129% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +15 Wil / +16 Cun Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +12 (+4 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art.  | 
 elm starstaff of greater warding (100% power, 2 apr, physical element)Requires: - Magic 11 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 stat: 80% Mag 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: Armour: +7 Defense: +7 (+2 eff.) Maximum wards: +3 physical Changes damage: +10% physical Talents granted: +2 Ward +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
 ethereal ash magestaff of warding (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +3 Ward +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Damage Shield penetration: +17% Damage Shield Power: +11% Staves designed for wielders of magic, by the greats of the art.  | 
 ethereal dragonbone starstaff of channeling (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag 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: +15 (+4 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.60 Spellpower: +40 (+13 eff.) Spell crit. chance: +5% Damage Shield penetration: +29% Damage Shield Power: +20% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 ethereal dragonbone starstaff of invocation (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag 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: +23 (+6 eff.) Changes damage: +30% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +30 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +21% Damage Shield Power: +17% It can be used to conjure elemental energy in a radius 10 cone, dealing 63.12 to 75.74 light damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 imbued elm magestaff (100% power, 2 apr, lightning element)Requires: - Magic 11 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 stat: 80% Mag 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% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Talent on hit(spell): Glacial Vapour (10% chance level 2). Staves designed for wielders of magic, by the greats of the art.  | 
 imbued elven-wood starstaff of breaching (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Talent on hit(spell): Rethread (10% chance level 5). Staves designed for wielders of magic, by the greats of the art.  | 
 infernal elm starstaff of fate (100% power, 2 apr, light element)Requires: - Magic 11 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 stat: 80% Mag 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: Damage (Melee): 18 fire Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +8 (+2 eff.) Spell crit. chance: +5% See invisible: +7 Staves designed for wielders of magic, by the greats of the art.  | 
 magelord's yew vilestaff of breaching (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag 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: +8.0% Damage (Melee): 26 arcane Changes resistances penetration: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +56.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
 acidic voratun steamsaw of shrapnel (150% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +93 On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * Cause enemies within radius 6 to bleed for 334 physical damage over 5 turns (1/turn) 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!  | 
 balanced voratun steamsaw of crushing (148% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +98 Attacks use: 1.0 Steam When used to attack (with talents): Power: 97% Range: 1.1x Uses stat: Damage type: Physical On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +17.0% Physical power: +14 (+2 eff.) Armour: +6 Defense: +25 (+7 eff.) Fatigue: +12% Talent granted: +3 Block Disarm immunity: +50% 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!  | 
 balanced voratun steamsaw of rage (150% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +5.0% Attack speed: 100% Block value: +92 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +40 (+9 eff.) Armour: +6 Defense: +25 (+7 eff.) Fatigue: +12% Changes stats: +11 Str Changes damage: +15% physical Talent granted: +3 Block Critical mult.: +0.00% Disarm immunity: +36% 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!  | 
 balanced voratun steamsaw of the stars (150% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +103 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +19 light / +18 darkness When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Defense: +25 (+7 eff.) Fatigue: +12% Changes stats: +10 Cun / +11 Mag Changes resistances: +20% light / +18% darkness Changes damage: +20% light / +19% darkness Talent granted: +3 Block Disarm immunity: +50% 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!  | 
 coruscating voratun steamsaw of massacre (167% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 167% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +5.0% Attack speed: 100% Block value: +112 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +19 fire When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 25 fire Changes stats: +6 Str Changes resistances: +18% fire Talent granted: +3 Block Critical mult.: +0.00% 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!  | 
 coruscating voratun steamsaw of shrapnel (148% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +108 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +16 fire When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 31 fire On shield block: * Cause enemies within radius 6 to bleed for 334 physical damage over 5 turns (1/turn) Changes stats: +6 Str Changes resistances: +19% fire 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!  | 
 enhanced voratun steamsaw of rage (151% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 Crit. chance: +5.0% Attack speed: 100% Block value: +94 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +24 (+6 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +22 Str / +13 Dex / +10 Mag / +13 Wil / +13 Cun / +13 Con Changes damage: +12% physical Talent granted: +3 Block Critical mult.: +0.00% 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!  | 
 living voratun steamsaw of rage (148% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +99 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 nature When wielded/worn: Accuracy: +23 (+5 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +11 Str Changes resistances: +19% nature / +20% blight Changes damage: +15% physical Talent granted: +3 Block Maximum life: +82.00 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!  | 
 living voratun steamsaw of winter (152% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +111 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 nature / +24 cold When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +6 Wil Changes resistances: +17% blight / +20% cold / +19% nature Talent granted: +3 Block Maximum life: +113.00 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!  | 
 quick voratun steamsaw of rage (149% power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +96 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +41 (+9 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +8 Str / +7 Dex Changes damage: +15% physical Talent granted: +3 Block Combat speed: +10% 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!  | 
 blazebringer's orichalcum trident of ruin (162% power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +126 fire When wielded/worn: Armour penetration: +16 Physical crit. chance: +20.0% Changes resistances penetration: +26% fire Critical mult.: +49.00% Global speed: +12% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 quick orichalcum trident of projection (162% power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +34 (+8 eff.) Changes stats: +10 Dex Combat speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 truestriking orichalcum trident of crippling (163% power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +28 (+6 eff.) Armour penetration: +12 Physical crit. chance: +19.0% Changes resistances penetration: +17% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 elemental voratun waraxe of crippling (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Changes resistances penetration: +26% lightning Changes damage: +21% lightning One-handed war axes.  | 
 quick stralite waraxe of crippling (140% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +13.0% Changes stats: +5 Dex Combat speed: +10% One-handed war axes.  | 
 quick stralite waraxe of rage (138% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +38 (+8 eff.) Changes stats: +9 Str / +6 Dex Changes damage: +13% physical Combat speed: +10% One-handed war axes.  | 
 voratun waraxe of shearing (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +15% all One-handed war axes.  | 
 warbringer's voratun waraxe of projection (151% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +15% physical Disarm immunity: +35% One-handed war axes.  | 
 balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +10 Dex / +12 Cun / +9 Lck Trap disarming bonus: +30 Stealth bonus: +15 Mental crit. chance: +13% Infravision radius: +5 A belt that goes around your waist.  | 
 grounding drakeskin leather belt of unlifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +12% blight / +13% temporal / +13% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist.  | 
 insulating drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +6 Cun / +6 Lck Changes resistances: +10% fire / +5% cold Trap disarming bonus: +30 Stealth bonus: +7 Infravision radius: +5 A belt that goes around your waist.  | 
 noble's drakeskin leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Damage against: +35% Summoned Reduced damage from: +36% Summoned Physical save: +13 (+2 eff.) Mindpower: +9 (+3 eff.) A belt that goes around your waist.  | 
 reinforced drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +15 (+4 eff.) Critical mult.: +14.00% Physical save: +25 (+5 eff.) A belt that goes around your waist.  | 
 skylord's drakeskin leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +7 Dex / +5 Wil / +6 Cun Physical save: +17 (+3 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Maximum life: +55.00 A belt that goes around your waist.  | 
 battlemaster's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +1 Str / +3 Dex / +2 Con Talent mastery: +0.30 Technique / Combat training Spell save: -13 (-7 eff.) Stamina each turn: +0.80 Mana each turn: -0.24 Maximum life: +66.00 Maximum stamina: +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 battlemaster's elven-silk cloak of Eldoral (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +8 Dex / +4 Cun / +2 Con Talent mastery: +0.20 Technique / Combat training Spell save: -22 (-11 eff.) Stamina each turn: +0.90 Mana each turn: -0.36 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Critical mult.: +29.00% Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 enveloping elven-silk cloak of fog (27 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +27 (+7 eff.) Changes resistances: +25% light / +25% fire Stealth bonus: +14 Physical save: +15 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 enveloping elven-silk cloak of mindcraft (18 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes stats: +6 Cun / +6 Wil Physical save: +13 (+2 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 marshal's elven-silk cloak of fog (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +16% light / +19% fire Stealth bonus: +11 Physical save: +11 (+2 eff.) Maximum life: +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 murderer's elven-silk cloak of fog (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +13 (+4 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +25% light / +24% fire Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 regal cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +6 Wil Changes resistances: +0% nature / +0% cold Mental save: +5 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +12 Wil / +6 Cun Spell save: +14 (+5 eff.) Maximum mana: +79.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 thick cashmere cloak of backstabbing (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +15% cold Critical mult.: +17.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 wyrmwaxed elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+8 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +10% acid / +8% fire / +9% lightning / +10% cold Maximum life: +110.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 focusing elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances: +15% all Silence immunity: +31% Mana each turn: +0.26 Psi each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven elven-silk robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +13% all Mental save: +27 (+9 eff.) Spellpower: +15 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stargazer's linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +7% all Changes damage: +9% darkness / +10% light / +8% all Spellpower: +18 (+6 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stormwoven cashmere robe of the mind (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +10% lightning / +10% cold / +22% mind / +11% all Changes damage: +19% lightning / +13% physical / +22% mind / +20% cold A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stormwoven elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +15% lightning / +11% cold / +15% blight / +15% all Changes damage: +9% lightning / +25% physical / +19% cold Life regen: +5.00 Maximum life: +46.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stormwoven linen robe of protection (3 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +7% cold / +7% all Changes damage: +10% lightning / +8% physical / +10% cold Physical save: +18 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +20% blight / +15% all Changes damage: +29% nature Poison immunity: +46% Disease immunity: +46% Life regen: +5.40 Maximum life: +91.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 blightbringer's pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Wil / +12 Mag Changes damage: +9% acid / +9% blight Disease immunity: +38% Spellpower: +9 (+3 eff.) It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather.  | 
 blightbringer's pair of voratun boots of strife (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +7 Mag / +4 Wil / +4 Con Changes resistances penetration: +7% physical Changes damage: +10% acid / +7% blight Disease immunity: +36% Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 49 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 49 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
 dreamer's pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Mag / +10 Wil / +5 Cun Physical save: +10 (+2 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+5 eff.) It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather.  | 
 dreamer's pair of dwarven-steel boots of massiveness (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +4 Wil / +4 Cun / +6 Con Changes damage: +7% physical Physical save: +10 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Scorched Boots.  | 
 dreamer's pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +5 Wil / +5 Cun / +7 Con Changes damage: +9% physical Physical save: +13 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 fleetfooted pair of drakeskin leather boots of disengagement (21 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+6 eff.) Changes stats: +3 Cun / +16 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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 168% 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. A pair of boots made of leather.  | 
 invigorating pair of drakeskin leather boots of invasion (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -10% Changes resistances penetration: +15% physical Stamina each turn: +0.60 Maximum life: +60.00 Movement speed: +10% A pair of boots made of leather.  | 
 restorative pair of voratun boots of rushing (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +2 Con Life regen: +11.00 Healing mod.: +18% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 traveler's pair of dwarven-steel boots of disengagement (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +3 Cun / +3 Dex Maximum encumbrance: +34 Physical save: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 undeterred pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +50% Confusion immunity: +44% Stun/Freeze immunity: +38% Movement speed: +25% A pair of boots made of leather.  | 
 undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +47% Confusion immunity: +50% Stun/Freeze immunity: +48% Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather.  | 
 wanderer's pair of drakeskin leather boots of rushing (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Str / +3 Cun / +6 Con Physical save: +22 (+4 eff.) Mental save: +17 (+6 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
 alchemist's voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Damage (Melee): 6 acid / 8 fire / 7 cold / 9 lightning Changes stats: +8 Dex / +4 Mag / +4 Wil / +6 Cun When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +18 ice / +29 fire / +27 acid / +25 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 brawler's drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +3 Changes stats: +2 Str / +8 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +12 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 brawler's drakeskin leather gloves of sorrow (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 22% chance to reduce all saves and defense by 27 Damage (Melee): 22 mind / 23 darkness Changes stats: +4 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+1 eff.) Mental save: -9 (-3 eff.) Mindpower: +7 (+2 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 brawler's drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +3 Changes stats: +3 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +6.00% Physical save: +13 (+2 eff.) Spell crit. chance: +14% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes damage: +4% fire When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 cinder voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 10 fire Changes stats: +3 Dex Changes resistances: +8% fire Changes damage: +8% fire When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +14 fire Metal gloves protecting the hands up to the middle of the lower arm.  | 
 corrosive dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes resistances: +7% blight / +6% acid Changes damage: +5% acid Spell save: +13 (+4 eff.) When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). On weapon hit: * 13% chance to slow global speed by 54% * 10% chance to reduce armor by 31% Damage (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm.  | 
 corrosive voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 9 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +4% acid When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm.  | 
 drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Critical mult.: +12.00% Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 140% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +4 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +25% When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 heroic drakeskin leather gloves of the iron hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Str / +4 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Mental save: +15 (+5 eff.) Disarm immunity: +45% Maximum life: +79.00 When used to modify unarmed attacks: Power: 142% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 heroic voratun gauntlets of strength (+5) (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +8 Fatigue: +5% Changes stats: +5 Str Mental save: +13 (+4 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Power: 158% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 heroic voratun gauntlets of the juggernaut (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Con Physical save: +20 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +27% Maximum life: +66.00 When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 radiant hardened leather gloves of the nighthunter (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Damage (Melee): 10 light Changes stats: +3 Cun Changes resistances: +7% darkness / +7% light Changes damage: +5% light Infravision radius: +2 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +11 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 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.  | 
 restful hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical power: +7 (+1 eff.) Armour: +2 Changes resistances: +5% blight Spell save: +10 (+3 eff.) Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +13.00 When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). On weapon hit: * 12% chance to slow global speed by 54% * 13% chance to reduce armor by 31% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 restful voratun gauntlets of dexterity (+5) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Dex Life regen: +10.00 Stamina each turn: +1.00 Maximum stamina: +22.00 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 spellstreaming voratun gauntlets of dexterity (+4) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Dex Mana each turn: +0.10 Spellpower: +7 (+2 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +7 arcane Metal gloves protecting the hands up to the middle of the lower arm.  | 
 steady voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+1 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +86% When used to modify unarmed attacks: Power: 140% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 stone warden's voratun gauntlets of the juggernaut (0 def, 19 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +19 Armour Hardiness: +13% Fatigue: +5% Changes stats: +18 Con Changes resistances: +12% physical Physical save: +30 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +43% When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +21 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to iron gauntlets.  | 
 temporal drakeskin leather gloves of magic (+3) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 9 temporal Damage (Ranged): 18 temporal Changes stats: +3 Mag Changes resistances: +14% temporal Changes damage: +5% arcane / +5% temporal When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 arcane Damage (radius 2) on crit: +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 temporal voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +11 Armour: +3 Fatigue: +5% Damage (Melee): 13 temporal Damage (Ranged): 13 temporal Changes stats: +5 Cun / +7 Dex Changes resistances: +14% temporal Changes damage: +10% temporal When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 umbral voratun gauntlets of spellstriking (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 11 arcane / 15 darkness Changes stats: +7 Mag / +6 Wil Changes resistances: +6% arcane / +11% darkness Changes damage: +5% arcane / +6% darkness Spellpower: +11 (+3 eff.) When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 14% chance to reduce damage dealt by 22% Damage (Melee): +11 arcane Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Cap of the Undisturbed Mind (-10 def, 0 armour) =CAP=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-2 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-4 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.  | 
 aegis elven-silk wizard hat of balance (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +0 Cun Mental save: +0 (+0 eff.) Life regen: +3.10 Equilibrium when hit: +2.30 Psi when hit: +1.10 Hate when hit: +2.20 Damage Shield Power: +12% A pointy cloth hat, very wizardly...  | 
 aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +10 Con Changes damage: +20% arcane Life regen: +5.80 Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly...  | 
 augmenting cashmere wizard hat of knowledge (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes damage: +6% acid / +6% lightning / +8% cold / +6% arcane / +6% fire Mental save: +0 (+0 eff.) Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly...  | 
 catburglar's drakeskin leather hat of strength (+10) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +10 Dex Changes resistances: +21% darkness Infravision radius: +8 A hat made of leather. Very stylish.  | 
 catburglar's voratun helm of fortune (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +16 Lck / +9 Dex Changes resistances: +25% darkness Spell crit. chance: +8% Mental crit. chance: +6% Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 catburglar's voratun helm of the bounder (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +16 Dex Changes resistances: +18% darkness Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1727.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 champion's drakeskin leather cap of the bounder (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +13 Str / +9 Dex / +1 Wil Mental save: +7 (+2 eff.) Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1727.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 defender's dwarven-steel helm (5 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +4% Changes resistances: +2% all Physical save: +8 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 drakeskin leather hat of precognition (11 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun A hat made of leather. Very stylish.  | 
 grounding cashmere wizard hat of knowledge (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +10% lightning / +8% temporal Mindpower: +3 (+1 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly...  | 
 insulating drakeskin leather cap of knowledge (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances: +14% fire / +11% cold Mindpower: +6 (+2 eff.) A cap made of leather.  | 
 stabilizing hardened leather hat of ire (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con Physical save: +24 (+5 eff.) Mental save: +10 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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 14 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 hat made of leather. Very stylish.  | 
 starseer's elven-silk wizard hat of arcana (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +6 Wil Changes damage: +15% darkness / +10% temporal / +15% light / +15% physical Spellpower: +6 (+2 eff.) A pointy cloth hat, very wizardly...  | 
 thaloren drakeskin leather cap of knowledge (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +15 Wil Changes resistances: +15% blight Mental save: +14 (+5 eff.) Mindpower: +6 (+2 eff.) A cap made of leather.  | 
 thaloren voratun helm of knowledge (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +8 Wil Changes resistances: +12% blight Mental save: +11 (+4 eff.) Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 thaloren voratun helm of the bounder (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +10 Wil Changes resistances: +14% blight Mental save: +13 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1727.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 warlord's drakeskin leather hat of dexterity (+5) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex / +3 Wil Changes resistances: +13% physical Physical save: +15 (+3 eff.) A hat made of leather. Very stylish.  | 
 warlord's drakeskin leather hat of fortune (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil / +16 Lck Changes resistances: +14% physical Physical save: +12 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +7% A hat made of leather. Very stylish.  | 
 enlightening voratun mail armour of Eyal (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +9 Cun / +9 Wil Mental save: +21 (+7 eff.) Life regen: +9.00 Maximum life: +53.00 Healing mod.: +18% A suit of armour made of mail.  | 
 enlightening voratun mail armour of command (15 def, 16 armour)Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +15 (+4 eff.) Fatigue: +12% Changes stats: +9 Cun / +6 Wil Mental save: +30 (+10 eff.) A suit of armour made of mail.  | 
 fearforged voratun mail armour of thunder (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +23 (+4 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +20% Changes stats: +8 Str / +10 Mag / +8 Wil / +9 Con Changes resistances: +20% lightning / +14% fire / -19% light / +15% darkness Physical save: +9 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Spellpower: +22 (+7 eff.) Spell crit. chance: +9% Mindpower: +25 (+8 eff.) Mental crit. chance: +8% A suit of armour made of mail.  | 
 fortifying dwarven-steel mail armour of command (11 def, 13 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Fatigue: +12% Changes stats: +5 Str / +3 Cun / +5 Con Mental save: +13 (+4 eff.) Maximum life: +60.00 A suit of armour made of mail.  | 
 hardened voratun mail armour of implacability (5 def, 28 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +10% acid / +13% physical / +11% fire / +12% lightning / +11% cold Physical save: +14 (+3 eff.) A suit of armour made of mail.  | 
 impenetrable voratun mail armour of command (12 def, 32 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +12 (+3 eff.) Fatigue: +12% Changes stats: +4 Cun Mental save: +20 (+7 eff.) A suit of armour made of mail.  | 
 duelist's drakeskin leather armour of command (42 def, 26 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +26 Defense: +42 (+10 eff.) Fatigue: +8% Changes stats: +12 Cun / +9 Dex Mental save: +18 (+6 eff.) A suit of armour made of leather.  | 
 enlightening drakeskin leather armour of the void (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 9 darkness Changes stats: +9 Cun / +8 Wil Changes resistances: +26% darkness / +20% temporal Mental save: +22 (+7 eff.) Defense after a teleport: +24 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather.  | 
 enlightening reinforced leather armour of Toknor (12 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +5 Cun / +6 Wil Critical mult.: +14.00% Mental save: +14 (+5 eff.) A suit of armour made of leather.  | 
 enlightening reinforced leather armour of the deep (12 def, 10 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Changes resistances: +10% acid / +9% cold Allows you to breathe in: water Mental save: +11 (+4 eff.) A suit of armour made of leather.  | 
 marauder's drakeskin leather armour of the void (29 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +29 (+8 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 10 darkness Changes stats: +5 Str / +8 Dex Changes resistances: +25% darkness / +28% temporal Physical save: +18 (+3 eff.) Defense after a teleport: +30 Resist all after a teleport: +28% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather.  | 
 marauder's drakeskin leather armour of the wind (43 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Armour: +8 Defense: +43 (+10 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Physical save: +15 (+3 eff.) Stamina each turn: +1.40 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 253 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather.  | 
 volcanic drakeskin leather armour of alacrity (20 def, 21 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +21 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 9 fire Changes resistances: +24% fire / +27% physical Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather.  | 
 enlightening voratun plate armour of the deep (0 def, 20 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Fatigue: +22% Changes stats: +6 Cun / +7 Wil Changes resistances: +14% acid / +8% cold Allows you to breathe in: water Mental save: +22 (+7 eff.) A suit of armour made of metal plates.  | 
 fortifying stralite plate armour of command (9 def, 19 armour)Requires: - Massive armour training - Strength 48 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +9 (+3 eff.) Fatigue: +22% Changes stats: +3 Str / +5 Cun / +6 Con Mental save: +14 (+5 eff.) Maximum life: +60.00 A suit of armour made of metal plates.  | 
 hardened stralite plate armour of thunder (0 def, 22 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+4 eff.) Armour: +22 Fatigue: +22% Changes stats: +6 Str / +8 Mag / +8 Wil Changes resistances: +27% lightning / +11% physical / +10% fire / +11% cold / +9% acid Spellpower: +21 (+7 eff.) Spell crit. chance: +8% Mindpower: +20 (+7 eff.) Mental crit. chance: +8% A suit of armour made of metal plates.  | 
 hardened voratun plate armour of natural resilience (0 def, 26 armour)Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +22% Changes resistances: +11% acid / +10% physical / +13% lightning / +18% blight / +11% fire / +19% nature / +13% cold Reduced damage from: +14% Unnatural A suit of armour made of metal plates.  | 
 impenetrable voratun plate armour of Eyal (0 def, 36 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Life regen: +8.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of metal plates.  | 
 77 alchemist agate0.00 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.  | 
 Windborne AzuritePowered 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.  | 
 Islyldanne the Pitchseam (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +6 Str / +8 Dex Changes resistances penetration: +20% darkness / +25% physical Only die when reaching: -80.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Unrogorath the dwarven-steel pickaxe (dig speed 31 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% cold / +13% nature / +5% arcane Changes damage: +7% nature Mental save: +18 (+6 eff.) Cut immunity: +20% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 bloodhexed voratun pickaxe (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +10 Str / +7 Wil Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 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.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 5 turquoise0.00 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.  | 
 piercing dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes resistances: +14% blight / +15% darkness Changes resistances penetration: +11% all Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +7 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 32 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
Miniature R2D2 =R2D2= Miniature R2D2 =R2D2=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con 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 Mag / +5 Con 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.  | 
 Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+4 eff.) When used to imbue an object: Physical power: +12 (+2 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+4 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him.  | 
 Automated Portable ExtractorPowered 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.  | 
 5 bloodstone0.00 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.  | 
 5 fire opal0.00 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.  | 
 Rod of Recall (1/1)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 202 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.  | 
amazing fiery salve [power 59] amazing fiery salve [power 59]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 253% efficiency and 74% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (59% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing frost salve [power 59] amazing frost salve [power 59]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 253% efficiency and 74% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (59% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing healing salve [power 858] amazing healing salve [power 858]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 253% efficiency and 74% cooldown modifier. It can be used to heal 858 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
amazing pain suppressor salve [power 750] amazing pain suppressor salve [power 750]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 253% efficiency and 74% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -750 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
amazing water salve [power 59] amazing water salve [power 59]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 253% efficiency and 74% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (59% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 Stralite Sand ShredderPowered 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.  | 
 perfect waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% nature / +25% cold Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun mental stimulatorPowered 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!  | 
 voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun saw projectorPowered 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 Project Saw Tinkers can be attached to normal items to improve them with steam power!  | 
 cleansing stralite torque of mindblast [power 265]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 312 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 powerful voratun torque of gale force [power 440]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking enemies back 13 spaces and dealing 639 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 quick voratun torque of psionic shield [power 109]  (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 109 for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers.  | 
 supercharged voratun torque of psionic shield [power 259]  (31 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 259 for 5 turns Activation puts all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers.  | 
 dragonbone totem of stinging [power 560]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 660 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power.  | 
 dragonbone totem of thorny skin 'Gilyzor' [power 84]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +5 Mag Changes resistances: +5% arcane Critical mult.: +21.91% Spell save: +12 (+4 eff.) Vim when firing critical spell: +2.19 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +25 (+8 eff.) Damage Shield penetration: +32% It can be used to harden the skin for 7 turns increasing armour by 84 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power.  | 
 quick dragonbone totem of healing [power 500]  (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power.  | 
 soothing dragonbone totem of stinging [power 554]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 653 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power.  | 
 supercharged dragonbone totem of healing [power 704]  (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 704 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Korogalen [power 16]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Str / +7 Wil Changes resistances penetration: +28% acid Changes damage: +24% acid Hate when firing a critical mind attack: +4.00 Maximum psi: +50.00 Mindpower: +25 (+8 eff.) Infravision radius: +3 See invisible: +21 It can be used to reveal the area around you, dispelling darkness (radius 16, power 57 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 157.30 temporal and 153.40 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight.  | 
 cleansing dragonbone wand of conjuration [power 475]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 560 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 innervating dragonbone wand of shielding [power 554]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 56% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 supercharged dragonbone wand of lightning storm [power 650]  (19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 153 lightning damage and will be dazed for 1 turn (767 total damage) Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 warded elven-wood wand of shielding [power 386]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +4 arcane / +5 temporal / +3 darkness / +4 light Talent granted: +1 Ward It can be used to create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered 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 30 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.  | 
 5 diamond0.00 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.  | 
 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 5 pearl0.00 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.  | 
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.  The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
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 (Nightmare (Adventure) difficulty)
			Buy an item from an AAA.By Kulgar the Orc Sawbutcher level 50
41st Retaking 126th year of Ascendancy at 13:09 see stats
			Across the Narrow Sea (Nightmare (Adventure) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Kulgar the Orc Sawbutcher level 14
25th Revenge 124th year of Ascendancy at 08:07 see stats
			Dethroned (Nightmare (Adventure) difficulty)
			Vanquished the Glass Golem without letting it use the glass throne to heal.By Kulgar the Orc Sawbutcher level 50
42nd Destruction 125th year of Ascendancy at 19:04 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Kulgar the Orc Sawbutcher level 30
37th Loss 124th year of Ascendancy at 23:07 see stats
			For a Few Gold More (Nightmare (Adventure) difficulty)
			Completely deplete an AAA's stock.By Kulgar the Orc Sawbutcher level 50
41st Retaking 126th year of Ascendancy at 14:22 see stats
			Got eggs? (Nightmare (Adventure) difficulty)
			Finish the Pikataclysm event.By Kulgar the Orc Sawbutcher level 50
32nd Retaking 126th year of Ascendancy at 00:03 see stats
			Here, I Think You Dropped This (Nightmare (Adventure) difficulty)
			Killed Ureslak the Eternal while wielding Ureslak's Femur.By Kulgar the Orc Sawbutcher level 50
26th Dearth 125th year of Ascendancy at 02:56 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Kulgar the Orc Sawbutcher level 10
6th Revenge 124th year of Ascendancy at 08:32 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Kulgar the Orc Sawbutcher level 20
32nd Pain 124th year of Ascendancy at 21:37 see stats
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Kulgar the Orc Sawbutcher level 30
35th Loss 124th year of Ascendancy at 17:06 see stats
			Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.By Kulgar the Orc Sawbutcher level 40
18th Retaking 125th year of Ascendancy at 12:54 see stats
			Level 50 (Nightmare (Adventure) difficulty)
			Got a character to level 50.By Kulgar the Orc Sawbutcher level 50
24th Dearth 125th year of Ascendancy at 21:30 see stats
			May the 4th be with you!
			.By Kulgar the Orc Sawbutcher level 50
49th Retaking 126th year of Ascendancy at 09:10 see stats
			Once Upon A Time, In the West... (Nightmare (Adventure) difficulty)
			Hear the Eidolon's retelling of the Scourge from the West's journey.By Kulgar the Orc Sawbutcher level 50
20th Remembrance 126th year of Ascendancy at 23:34 see stats
			One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Kulgar the Orc Sawbutcher level 50
13rd Loss 125th year of Ascendancy at 16:16 see stats
			Overpowered! (Nightmare (Adventure) difficulty)
			Did over 6000 damage in one attack.By Kulgar the Orc Sawbutcher level 50
39th Loss 125th year of Ascendancy at 21:00 see stats
			Radiant Horrorc (Nightmare (Adventure) difficulty)
			While fighting in a Sunwall zone, use a Fiery Salve to reach at least 66% affinity for Fire and Light. Pointing and laughing is optional.By Kulgar the Orc Sawbutcher level 50
22nd Destruction 125th year of Ascendancy at 00:17 see stats
			Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
			Freed the remnants of the Prides from the Internment Camp.By Kulgar the Orc Sawbutcher level 35
25th Remembrance 125th year of Ascendancy at 14:08 see stats
			Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.By Kulgar the Orc Sawbutcher level 36
49th Remembrance 125th year of Ascendancy at 12:38 see stats
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Kulgar the Orc Sawbutcher level 27
4th Loss 124th year of Ascendancy at 16:19 see stats
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By Kulgar the Orc Sawbutcher level 30
51st Destruction 124th year of Ascendancy at 19:26 see stats
			The Dead God Rests (Nightmare (Adventure) difficulty)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Kulgar the Orc Sawbutcher level 50
17th Destruction 125th year of Ascendancy at 23:26 see stats
			The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Kulgar the Orc Sawbutcher level 40
21st Retaking 125th year of Ascendancy at 10:40 see stats
			The Restless Dead (Nightmare (Adventure) difficulty)
			Disturbed an old battlefield and survived the consequences.By Kulgar the Orc Sawbutcher level 42
27th Retaking 125th year of Ascendancy at 13:11 see stats
			The bigger the better! (Nightmare (Adventure) difficulty)
			Did over 3000 damage in one attack.By Kulgar the Orc Sawbutcher level 50
39th Loss 125th year of Ascendancy at 06:55 see stats
			This will make a big Omelette! (Nightmare (Adventure) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Kulgar the Orc Sawbutcher level 19
32nd Pain 124th year of Ascendancy at 15:21 see stats
			To the Bitter End (Nightmare (Adventure) difficulty)
			You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Kulgar the Orc Sawbutcher level 50
18th Destruction 125th year of Ascendancy at 04:51 see stats
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Kulgar the Orc Sawbutcher level 50
9th Loss 125th year of Ascendancy at 18:48 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Kulgar the Orc Sawbutcher level 27
18th Dearth 124th year of Ascendancy at 19:11 see stats
			True Savior (Nightmare (Adventure) difficulty)
			Freed all the Orc Prides without killing a single mind-controlled orc.By Kulgar the Orc Sawbutcher level 35
25th Remembrance 125th year of Ascendancy at 14:08 see stats
			You were not supposed to see that! (Nightmare (Adventure) difficulty)
			Read a Forbidden Tome.By Kulgar the Orc Sawbutcher level 50
39th Destruction 125th year of Ascendancy at 14:06 see stats
Log
Kulgar deactivates Steam Powered Armour.
Kulgar deactivates Overheat Saws.
Kulgar deactivates Tempest of Metal.
Kulgar deactivates Grinding Shield.
Kulgar deactivates Goresplosion.
Kulgar deactivates Mow Down.
Kulgar deactivates Melting Point.
Kulgar deactivates Furnace.
































































































































































