














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Whitehoof | 
| Class | Sawbutcher | 
| Level / Exp | 50 / 1722% | 
| Size | huge | 
| Lifes / Deaths | Killed by Onnon the human at level 26 on the 42nd Revenge 124th year of Ascendancy at 08:030 / 8 Killed by spire dragon at level 50 on the 26th Remembrance 125th year of Ascendancy at 17:43 Killed by Vorenn the dreaming horror at level 50 on the 26th Remembrance 125th year of Ascendancy at 18:48 Killed by Vorenn the dreaming horror at level 50 on the 26th Remembrance 125th year of Ascendancy at 19:49 Killed by Vorenn the dreaming horror at level 50 on the 26th Remembrance 125th year of Ascendancy at 20:41 Killed by Vorenn the dreaming horror at level 50 on the 26th Remembrance 125th year of Ascendancy at 21:59 Killed by Vorenn the dreaming horror at level 50 on the 26th Remembrance 125th year of Ascendancy at 22:50 Killed by Vorenn the dreaming horror at level 50 on the 26th Remembrance 125th year of Ascendancy at 23:45 | 
Primary Stats
| Strength | 182 (base 60) | 
| Dexterity | 53 (base 26) | 
| Constitution | 95 (base 60) | 
| Magic | 57 (base 10) | 
| Willpower | 34 (base 13) | 
| Cunning | 119 (base 60) | 
Resources
| Life | -329/1902 | 
| Steam | 100/100 | 
| Healing Factor | 1.5811920687324 | 
| Regeneration | 8.3002785722324 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 8 | 
| Infravision | 9 | 
| See Stealth | 25 | 
| See Invisible | 37 | 
Offense: Mainhand
| Damage | 219 | 
| Accuracy | 57 | 
| Crit Chance | 90% | 
| APR | 39 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 115 | 
| Accuracy | 57 | 
| Crit Chance | 91% | 
| APR | 39 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 57 | 
| Crit Chance | 51% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 47 | 
| Crit Chance | 60% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +20% | 
| Darkness | +29% | 
| Light | +62% | 
| Temporal | +22% | 
| Blight | +27% | 
| Physical | +17% | 
| Fire | +32% | 
| All | +12% | 
Offense: Damage Penetration
| Acid | +25% | 
| Light | +15% | 
| Physical | +25% | 
| Arcane | +30% | 
| Fire | +20% | 
| All | +5% | 
Defense: Base
| Armour (hardiness) | 69 (30%) | 
| Defense | 55 | 
| Ranged Defense | 55 | 
| Fatigue | 0 | 
| Physical Save | 73 | 
| Spell Save | 41 | 
| Mental Save | 50 | 
Defense: Resistances
| Physical | + 34%( 70%) | 
| Cold | + 32%( 70%) | 
| All | + 15%( 70%) | 
| Lightning | + 23%( 70%) | 
| Light | + 66%( 70%) | 
| Temporal | + 28%( 70%) | 
| Darkness | + 57%( 70%) | 
| Fire | + 69%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 60% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 20% | 
| Stun Resistance | 40% | 
| Pinning Resistance | 42% | 
| Poison Resistance | 100% | 
| Disarm Resistance | 44% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector 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 207% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector 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 210% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Constitution stat. | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| Steamtech / Butchery | 1.70 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Furnace | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Steamtech / Battle machinery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Engineering | 1.10 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Race / Whitehooves | 1.20 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | 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 Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done | 
| Proceed to the next Infinite Dungeon level with -7 sight range.Infinite Dungeon Challenge (Level 76): Near Sighted You completed the challenge and received: Random Artifact: Airpython (17/17, 11-15 power, 5 apr) | done | 
| Wake up and kill the dreaming horror boss 'Vorenn the dreaming horror'.Infinite Dungeon Challenge (Level 77): Dream Hunter | failed | 
| As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby.Mole Down, Two To Go Investigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * 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 Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel...The Dead God Awaits Along with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core.Voyage to the Center of Eyal Strange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Talent granted: +5 Moss Tread Stealth bonus: +10 Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. | 
| Quiver |  Void Quiver (0/0, 45-63 power, 120 apr) Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. | 
| Light source |  alchemist's lamp 'Isuba' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes resistances: +11% darkness Changes resistances penetration: +20% physical / +5% all Changes damage: +10% light Damage affinity(heal): +5% light Stamina each turn: +3.00 Maximum stamina: +30.00 Light radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 248.87 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +10 (+3 eff.) Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Movement speed: +10% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
| On hands |  Isluthra (0 def, 4 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +4 Damage (Melee): 12 cold Changes stats: +5 Con Changes resistances: +9% lightning / +15% cold / +6% nature Changes damage: +8% cold Talent granted: +1 Sand Shredder Critical mult.: +14.00% Physical save: +30 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Silence immunity: +10% Disarm immunity: +44% Confusion immunity: +20% Pinning immunity: +10% Spell crit. chance: +7% Mental crit. chance: +11% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Bladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
| On fingers |  conjurer's gold ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 29 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 29 Damage (Ranged): 17 physical Changes stats: +6 Mag / +6 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +8 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
| On fingers |  Xildata Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+6 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 29 Damage (Melee): 25 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 29 Damage (Ranged): 5 physical Changes stats: +3 Str / +4 Mag / +14 Cun / +3 Con Changes resistances: +34% light Changes damage: +17% light Stamina each turn: +3.00 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +11 (+3 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 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! | 
| Around neck |  Berelestir the Viperfist Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature / 4 temporal Changes stats: +7 Str Talent mastery: +0.40 Steamtech / Butchery Physical save: +19 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +20 (+6 eff.) Amulets make your neck look great! | 
| In main hand |  stralite steamsaw 'Poribrenor' (34-52 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 34.5 - 51.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +71 On weapon hit: * injects a simple virus dealing 97 blight damage on hit and lowering the victims highest stat Damage (Melee): +8 acid / +8 blight Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: +10% Changes stats: +7 Mag / +4 Wil / +3 Cun Changes resistances: +14% physical / +22% fire / +18% darkness / +14% light Changes resistances penetration: +20% acid Changes damage: +6% blight / +18% light / +17% darkness Talent granted: +2 Block Slows Projectiles: +28% Bonus block near projectiles: +59 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! | 
| Around waist |  Mardenik Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Changes stats: +7 Cun / +18 Dex Changes resistances penetration: +25% arcane Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +8 Mental crit. chance: +15% See invisible: +12 A belt that goes around your waist. | 
| In off hand |  enhanced voratun steamsaw of crippling (40-60 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 Base power: 40.0 - 60.0 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: +106 On weapon hit: * applies a stacking poison dealing 43 damage per turn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Defense: +12 (+4 eff.) Fatigue: +12% Changes stats: +15 Str / +10 Dex / +10 Mag / +10 Wil / +11 Cun / +5 Con 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! | 
| Cloak |  Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. | 
| Main armor |  Molten Skin (15 def, 32 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +32 Defense: +15 (+5 eff.) Fatigue: +1% Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire / 50 physical Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 180.00 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. | 
Inventory
|  medical injector implant of the sneak (efficiency 163% / cooldown 54%) 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 163% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the sneak (efficiency 163% / cooldown 95%) 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 163% efficiency and cooldown mod of 95%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Phial of the Ultimate Bearness Powered by unknown forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff phial's content. Impawssible?! | 
|  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. | 
|  This item will automatically be transmogrified when you leave the level. manasurge rune (regen 1512% over 10 turns; mana 76; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1512% for 10 turns (0 total) and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. | 
|  schematic: Ablative Armour Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Acid Groove Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Air Recycler Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Alchemist's Helper Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Antimagic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Armour Reinforcement Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Back Support Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Corrosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Deflection Field Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Explosive Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fatal Attractor Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Fiery Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flare Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Flash Powder Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Frost Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Fungal Web Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Galvanic Retributor Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Grounding Strap Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Headlamp Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Magnetic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Mana Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mental Stimulator Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Moss Tread Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Pain Suppressor Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Razor Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Rocket Boots Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Saw Projector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Second Skin Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Shocking Touch Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  5 schematic: Silver Filigree Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Spike Attachment Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Spring Grapple Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Steamgun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  6 schematic: Steamsaw Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Thunderclap Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Toxic Cannister Launcher Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Unstoppable Force Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Viral Injector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Viral Needlegun Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Voltaic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: White Light Emitter Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Gardanion, the Light of God Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+10 eff.) Mindpower: +40 (+13 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." | 
|  Zemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. | 
|  savior's stralite amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +14 (+3 eff.) Spell save: +19 (+6 eff.) Mental save: +10 (+3 eff.) Blindness immunity: +15% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! | 
|  Dairayakan Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Con Changes resistances: +6% temporal Changes damage: +15% physical Spell save: +14 (+5 eff.) Stamina each turn: +3.00 Maximum stamina: +12.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! | 
|  Demonblast of the Blightspawn Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +19 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 57% Damage when hit (Melee): 2 nature / 6 temporal Changes stats: +9 Dex / +9 Mag Changes resistances: +9% temporal Changes damage: +3% nature / +7% all Stun/Freeze immunity: +43% Life regen: +9.00 Spellpower: +13 (+4 eff.) Mindpower: +17 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Ring of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +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" | 
|  Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. | 
|  gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +11 (+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 make your fingers look great! | 
|  sneakthief's steel ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Damage (Melee): 20 light Damage (Ranged): 12 light Changes stats: +5 Dex / +2 Mag / +4 Cun Changes damage: +12% light Rings make your fingers look great! | 
|  stralite ring 'Carrionvile' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 4 mind / 2 nature Changes resistances: +36% darkness / +3% mind / +3% nature Changes damage: +18% darkness / +6% mind Stun/Freeze immunity: +38% Life regen: +5.00 Spellpower: +8 (+2 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. acidic dwarven-steel battleaxe of crippling (30-45 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 When wielded/worn: Physical crit. chance: +16.0% Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. Layunor the Blazewinter (36-47 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 27 * 25% chance for lightning to strike from the target to a second target dealing 96 damage Damage (Melee): +25 blight / +25 physical When wielded/worn: Accuracy: +35 (+10 eff.) Armour: +14 Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 27 Changes resistances penetration: +31% light Light radius: +4 Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. hateful iron greatmaul of erosion (20-30 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +10 darkness / +12 nature Damage against: +12% Living Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. caustic dragonbone longbow of true flight Requires: - 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 Damage (radius 2) on crit: +29 acid / +36 nature When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +14 Physical crit. chance: +18.0% Changes resistances penetration: +30% acid / +35% nature Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. caustic steel mace (14-19 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +16 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +13% acid / +13% nature Blunt and deadly. | 
|  Beludawe the dwarven-steel steamsaw (28-41 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 27.5 - 41.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +42 Attacks use: 1.0 Steam When wielded/worn: Physical power: +20 (+4 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +1 Con Changes resistances: +3% fire / +12% arcane / +3% darkness Talent granted: +2 Block Maximum stamina: +20.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Blazeradiance (15-22 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 15.0 - 22.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage (Melee): +7 nature Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +12 lightning Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +10 (+4 eff.) Fatigue: +6% Effects on melee hit: * 5% chance to reduce all saves and defense by 29 Effects when hit in melee: * 14% chance to reduce all saves and defense by 29 Changes resistances: +3% lightning Changes damage: +3% cold Talent granted: +1 Block Disarm immunity: +26% 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! | 
|  Flashglamour the dwarven-steel steamsaw (22-32 power, 3 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Block value: +44 Damage (radius 1) on hit: +20 physical Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +6 Physical power: +20 (+4 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 21 lightning Damage when hit (Melee): 13 lightning Changes damage: +6% lightning Talent granted: +2 Block Stamina each turn: +3.00 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! | 
|  The Twisted Blade (50-75 power, 24 apr) Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 50.0 - 75.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+5 eff.) Fatigue: +15% Talent granted: +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... | 
|  Whipsnap (18-27 power, 15 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +4.0% Attack speed: 100% Block value: +50 When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Fatigue: +8% Talent granted: +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" | 
|  acidic dwarven-steel steamsaw of projection (22-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 4 acid Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  swashbuckler's dwarven-steel steamsaw (22-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +3 Dex Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  swashbuckler's dwarven-steel steamsaw (21-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.0 - 31.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +44 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +3 Dex Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  This item will automatically be transmogrified when you leave the level. flaming orichalcum trident of ruin (52-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 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 1) on hit: +27 fire When wielded/worn: Armour penetration: +19 Physical crit. chance: +20.0% Critical mult.: +47.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  Burnusher the drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes resistances: +5% arcane / +21% cold Changes damage: +24% fire Physical save: +18 (+4 eff.) Spell save: +15 (+5 eff.) Knockback immunity: +20% Size category: +1 A belt that goes around your waist. | 
|  Quenchqueen the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 57% Changes resistances: +9% blight / +9% cold / +5% arcane / +18% nature Changes resistances penetration: +15% lightning Changes damage: +12% cold Physical save: +7 (+1 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. | 
|  Raingrind Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce armor by 37% Changes resistances: +30% acid / +6% cold / +20% blight Mental save: +9 (+3 eff.) Spellpower: +7 (+2 eff.) A belt that goes around your waist. | 
|  hardened leather belt 'Rainspiker' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +10 (+4 eff.) Changes stats: +2 Dex / +3 Con Changes resistances: +6% cold Physical save: +33 (+8 eff.) Stamina each turn: +3.00 A belt that goes around your waist. | 
|  Liquid Metal Cloak (20 def, 10 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+6 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+9 eff.) It can be used to activate talent Cloaking Device (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 53 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. | 
|  This item will automatically be transmogrified when you leave the level. Heattitan the cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane / 12 fire Changes resistances: +18% mind / +42% nature / +9% fire / +6% arcane / +11% all Changes resistances penetration: +25% arcane Changes damage: +22% nature / +12% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Steam Powered Boots (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Silence immunity: +28% Confusion immunity: +26% Stun/Freeze immunity: +29% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 117.70 fire damage and 115.02 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. | 
|  Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
|  brawler's hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +7% blight Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Spell save: +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +7% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Blindreaper the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +11 Physical power: +20 (+4 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 light Changes resistances: +9% cold / +13% light / +15% darkness Changes resistances penetration: +15% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 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. | 
|  Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. | 
|  Icestreak the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 37% Damage when hit (Melee): 2 acid Changes resistances: +8% lightning / +7% temporal / +12% cold / +12% acid Changes resistances penetration: +15% acid A cap made of leather. | 
|  Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! | 
|  Urthyrek the Smolderscar (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +16 Wil Changes resistances: +20% blight / +9% physical / +9% fire Physical save: +10 (+2 eff.) Mental save: +28 (+9 eff.) Equilibrium when hit: +0.04 Maximum psi: +30.00 Mindpower: +20 (+6 eff.) A hat made of leather. Very stylish. | 
|  This item will automatically be transmogrified when you leave the level. Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. | 
|  Vorewen the voratun mail armour (18 def, 17 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +18 (+6 eff.) Fatigue: +23% Damage when hit (Melee): 6 blight / 6 arcane Changes stats: +5 Cun / +7 Con Changes resistances: +5% arcane / +33% fire / -15% light / +13% darkness Changes damage: +3% blight Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +26 (+8 eff.) A suit of armour made of mail. | 
|  radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +16% blight / +15% darkness Life regen: +1.00 Maximum life: +31.00 Light radius: +1 Healing mod.: +11% A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +11% cold / +22% darkness / +11% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of mail. | 
|  enlightening cured leather armour of spell shielding (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% arcane Spell save: +12 (+4 eff.) Mental save: +14 (+4 eff.) A suit of armour made of leather. | 
|  Monolith Armour (40 def, 50 armour) Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+11 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+8 eff.) Spell save: +35 (+12 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+7 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. | 
|  Tarrasca (0 def, 50 armour) Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. | 
|  Therapeutic Platemail (4 def, 10 armour) Requires: - Massive armour training - Strength 22 Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +15% cold / +10% fire Healing mod.: +30% Steampower: +10 (+3 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects Activation costs 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. | 
|  This item will automatically be transmogrified when you leave the level. Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. | 
|  This item will automatically be transmogrified when you leave the level. Lightparry (0 def, 19 armour, 181 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +19 Fatigue: +8% Damage when hit (Melee): 4 darkness Changes resistances: +24% cold Changes damage: +6% fire / +6% darkness / +6% light Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. Sanguine Shield (0 def, 15 armour, 220 block) Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. | 
|  This item will automatically be transmogrified when you leave the level. Airpython (17/17, 11-15 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.0 - 15.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 25% chance to reduce armor by 37% Damage (Ranged): +16 acid / +8 arcane / +16 lightning Damage (radius 1) on hit: +8 lightning / +12 arcane / +12 acid Damage (radius 2) on crit: +24 lightning / +8 arcane / +4 acid Arrows are used with bows to pierce your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. deadly quiver of ash arrows of accuracy (17/17, 33-46 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 33.0 - 46.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Arrows are used with bows to pierce your foes to death. | 
|  528 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  4 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  10 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  8 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Teyafang the Frostbone (dig speed 10 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Damage when hit (Melee): 4 acid / 11 cold Changes stats: +3 Str Changes resistances: +15% acid / +10% physical / +18% lightning Changes resistances penetration: +26% acid Changes damage: +27% cold 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. | 
|  Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. | 
|  9 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  10 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Qog's Essentials Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. | 
|  Stimulus Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +5 Cun Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 4 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' | 
|  Heart of Poosh Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? | 
|  piercing dwarven lantern of the moons Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances: +10% light Changes resistances penetration: +15% all Changes damage: +8% darkness Damage affinity(heal): +5% darkness Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 203.17 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
|  Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.4 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." | 
|  Prothotipe's Prismatic Eye Powered 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. | 
|  Automated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  4 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  4 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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 47]amazing fiery salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (47% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| amazing frost salve [power 47]amazing frost salve [power 47] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (47% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| amazing healing salve [power 670]amazing healing salve [power 670] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 59% cooldown modifier. It can be used to heal 670 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| amazing pain suppressor salve [power 586]amazing pain suppressor salve [power 586] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -586 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| great fiery salve [power 41]great fiery salve [power 41] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (41% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| great frost salve [power 41]great frost salve [power 41] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (41% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| great healing salve [power 577]great healing salve [power 577] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 210% efficiency and 59% cooldown modifier. It can be used to heal 577 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| great pain suppressor salve [power 502]great pain suppressor salve [power 502] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -502 life and reduces all damage by 23% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| potent frost salve [power 30]potent frost salve [power 30] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| potent healing salve [power 391]potent healing salve [power 391] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 59% cooldown modifier. It can be used to heal 391 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| potent pain suppressor salve [power 335]potent pain suppressor salve [power 335] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -335 life and reduces all damage by 16% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| powerful fiery salve [power 35]powerful fiery salve [power 35] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| powerful frost salve [power 35]powerful frost salve [power 35] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| powerful pain suppressor salve [power 419]powerful pain suppressor salve [power 419] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -419 life and reduces all damage by 19% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| simple frost salve [power 24]simple frost salve [power 24] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 210% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple healing salve [power 298]simple healing salve [power 298] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 210% efficiency and 59% cooldown modifier. It can be used to heal 298 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Thundercrack (16/16, 35-42 power, 8 apr) Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! | 
|  Skull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. | 
|  dwarven steel spike attachment Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Armour: +12 Fatigue: +1% Damage when hit (Melee): 30 physical Tinkers can be attached to normal items to improve them with steam power! | 
|  iron armour reinforcement Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! | 
|  iron rocket boots Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! | 
|  mastercraft focus lens Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! | 
|  mastercraft viral injector Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! | 
|  potent moss tread Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Talent granted: +2 Moss Tread Stealth bonus: +4 Tinkers can be attached to normal items to improve them with steam power! | 
|  powerful fungal web Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! | 
|  steel armour reinforcement Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite spike attachment Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour: +16 Fatigue: +1% Damage when hit (Melee): 40 physical Tinkers can be attached to normal items to improve them with steam power! | 
|  voratun razor edge Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 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! | 
|  well-made focus lens Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made focus lens Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! | 
|  extending dragonbone totem of healing [power 512]  (15 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 512 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. | 
|  9 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  16 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 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. | 
|  11 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  15 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
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
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By Buzzhoof the Whitehoof Sawbutcher level 50
7th Destruction 124th year of Ascendancy at 01:24 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Buzzhoof the Whitehoof Sawbutcher level 13
47th Retaking 124th year of Ascendancy at 23:40 see stats
 An Other Brick in the Wall
			Defeated Aeryn in the Gates of Morning without destroying the Observatory nor using ritches help.
			An Other Brick in the Wall
			Defeated Aeryn in the Gates of Morning without destroying the Observatory nor using ritches help.By Buzzhoof the Whitehoof Sawbutcher level 44
41st Dearth 124th year of Ascendancy at 10:32 see stats
 Blood on the Moon
			Kill all of the Star Gazers within 7 game turns.
			Blood on the Moon
			Kill all of the Star Gazers within 7 game turns.By Buzzhoof the Whitehoof Sawbutcher level 45
45th Dearth 124th year of Ascendancy at 18:42 see stats
 Can you bear it? So much bearness!
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness!
			Killed Borius in the Bearscape.By Buzzhoof the Whitehoof Sawbutcher level 50
16th Remembrance 125th year of Ascendancy at 13:26 see stats
 Don't Poosh it!
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it!
			Killed Kelad in the lost land of Poosh.By Buzzhoof the Whitehoof Sawbutcher level 50
3rd Remembrance 125th year of Ascendancy at 19:58 see stats
 Dragon's Greed
			Amassed 8000 gold pieces.
			Dragon's Greed
			Amassed 8000 gold pieces.By Buzzhoof the Whitehoof Sawbutcher level 50
44th Loss 124th year of Ascendancy at 15:04 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Buzzhoof the Whitehoof Sawbutcher level 26
46th Revenge 124th year of Ascendancy at 22:16 see stats
 Fear me not!
			Survived the Fearscape!
			Fear me not!
			Survived the Fearscape!By Buzzhoof the Whitehoof Sawbutcher level 36
25th Pain 124th year of Ascendancy at 00:06 see stats
 Got eggs?
			Finish the Pikataclysm event.
			Got eggs?
			Finish the Pikataclysm event.By Buzzhoof the Whitehoof Sawbutcher level 34
4th Pain 124th year of Ascendancy at 11:50 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Buzzhoof the Whitehoof Sawbutcher level 10
21st Retaking 124th year of Ascendancy at 20:14 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Buzzhoof the Whitehoof Sawbutcher level 20
14th Revenge 124th year of Ascendancy at 07:25 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Buzzhoof the Whitehoof Sawbutcher level 30
1st Pain 124th year of Ascendancy at 03:46 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Buzzhoof the Whitehoof Sawbutcher level 40
39th Dearth 124th year of Ascendancy at 06:39 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By Buzzhoof the Whitehoof Sawbutcher level 50
43rd Loss 124th year of Ascendancy at 18:14 see stats
 Once Upon A Time, In the West...
			Hear the Eidolon's retelling of the Scourge from the West's journey.
			Once Upon A Time, In the West...
			Hear the Eidolon's retelling of the Scourge from the West's journey.By Buzzhoof the Whitehoof Sawbutcher level 46
18th Loss 124th year of Ascendancy at 19:39 see stats
 One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Buzzhoof the Whitehoof Sawbutcher level 50
15th Destruction 124th year of Ascendancy at 15:04 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Buzzhoof the Whitehoof Sawbutcher level 31
2nd Pain 124th year of Ascendancy at 08:04 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Buzzhoof the Whitehoof Sawbutcher level 43
40th Dearth 124th year of Ascendancy at 15:47 see stats
 The Dead God Rests
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.
			The Dead God Rests
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Buzzhoof the Whitehoof Sawbutcher level 50
21st Destruction 124th year of Ascendancy at 13:45 see stats
 The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Buzzhoof the Whitehoof Sawbutcher level 44
41st Dearth 124th year of Ascendancy at 10:32 see stats
 The Rat Lich
			Killed the terrible Rat Lich.
			The Rat Lich
			Killed the terrible Rat Lich.By Buzzhoof the Whitehoof Sawbutcher level 49
42nd Loss 124th year of Ascendancy at 18:47 see stats
 To the Bitter End
			You have destroyed the last remnants of the Atmos Tribe, ending their civilization.
			To the Bitter End
			You have destroyed the last remnants of the Atmos Tribe, ending their civilization.By Buzzhoof the Whitehoof Sawbutcher level 50
21st Destruction 124th year of Ascendancy at 20:44 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Buzzhoof the Whitehoof Sawbutcher level 38
38th Dearth 124th year of Ascendancy at 10:06 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Buzzhoof the Whitehoof Sawbutcher level 27
47th Revenge 124th year of Ascendancy at 22:23 see stats
Log
Vorenn the dreaming horror uses Kinetic Strike.
Buzzhoof is pinned to the ground.
Vorenn the dreaming horror converts some damage to Psi!
Vorenn the dreaming horror mentally dismisses some damage!
Vorenn the dreaming horror hits Buzzhoof for 154 physical, 69 physical (222 total damage).
Melee retaliation hits Vorenn the dreaming horror for (1 to psi shield), (0 dismissed), 0 to psi, 0 temporal, (16 dismissed), 4 to psi, 7 fire, (0 to psi shield), (0 dismissed), 0 to psi, 0 nature, (8 to psi shield), (6 dismissed), 1 to psi, 3 physical, (4 to psi shield), (3 dismissed), 1 to psi, 1 physical (17 total damage).
Vorenn the dreaming horror stops burning.
Vorenn the dreaming horror's mind surges with critical power!
Vorenn the dreaming horror's mind surges with critical power!
Buzzhoof drains life from Vorenn the dreaming horror!
Vorenn the dreaming horror converts some damage to Psi!
Vorenn the dreaming horror mentally dismisses some damage!
Vorenn the dreaming horror receives 21 healing (28 psi heal).
Vorenn the dreaming horror's Beyond the Flesh hits Buzzhoof for 0 physical, 49 physical (49 total damage).
Bleeding from Buzzhoof hits Vorenn the dreaming horror for (19 to psi shield), (14 dismissed), 3 to psi, 6 physical (9 total damage).
Melee retaliation hits Vorenn the dreaming horror for (0 to psi shield), (0 dismissed), 0 to psi, 0 temporal, (14 dismissed), 3 to psi, 6 fire, (0 to psi shield), (0 dismissed), 0 to psi, 0 nature, (7 to psi shield), (5 dismissed), 1 to psi, 2 physical, (4 to psi shield), (3 dismissed), 1 to psi, 1 physical (14 total damage).
Poison from Buzzhoof hits Vorenn the dreaming horror for (2 to psi shield), (1 dismissed), 0 to psi, 1 nature (1 total damage).
Buzzhoof hits Vorenn the dreaming horror for (6 dismissed), 1 to psi, 1 fire (2 total damage).
Vorenn the dreaming horror's defensive darkness area effect hits Buzzhoof for 0 darkness damage.
Vorenn the dreaming horror uses Distortion Bolt.
Vorenn the dreaming horror's mind surges with critical power!
Vorenn the dreaming horror converts some damage to Psi!
Vorenn the dreaming horror mentally dismisses some damage!
Vorenn the dreaming horror hits Buzzhoof for 4 mind damage.
Ravage from Vorenn the dreaming horror hits Buzzhoof for 0 physical damage.
Restless Night from Vorenn the dreaming horror hits Buzzhoof for 0 mind damage.
Buzzhoof hits Vorenn the dreaming horror for (31 dismissed), 7 to psi, 13 fire, (28 dismissed), 6 to psi, 12 light, (19 to psi shield), (15 dismissed), 3 to psi, 6 physical (48 total damage).
Vorenn the dreaming horror's Distortion Bolt hits Buzzhoof for 612 physical damage.
Buzzhoof the level 50 whitehoof sawbutcher was impaled to death by Vorenn the dreaming horror on level 77 of Infinite Dungeon.





















































