

Requires:
- Talent Create Tinker
0.10 Encumbrance.
Type: scroll / schematic ; tier 1
[can be learnt]
It can be used to learn how to build this tinker.
Schematics are used by tinkers to learn how to build new constructs.
This item has been sent to the Item's Vault.


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.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 32
- Talent Shoot
Crafted by a master
4.00 Encumbrance.
[Unique]
Type: weapon / sling ; tier 5
Accuracy bonus: +0.2% base dam (max 20%)
Attack speed: 111%
Firing range: +10
When wielded/worn:
Changes stats: +10 Str / +5 Con
Changes resistances: +10% physical
Changes resistances penetration: +15% physical
Changes damage: +35% physical
Pinning immunity: +30%
Knockback immunity: +30%
It can be used to activate talent Bull Shot (costing 16 power out of 16/16) :
Effective talent level: 4.0
Power cost: 16 out of 16/16.
Range: melee/personal
Travel Speed: instantaneous
Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power.
The shot does 207% weapon damage and knocks back your target by 2.
The cooldown of this talent is reduced by 1 each time you move.
This requires a sling to use.
This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall...
This item has been sent to the Item's Vault.


Requires:
- Level 35
Infused by nature
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
It is part of a set of items.
It would go well with another part of Ureslak.
When wielded/worn:
Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane
Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane
It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.)
Activation costs 50 power out of 50/50.
This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow.
This item has been sent to the Item's Vault.


Requires:
- Talent Create Tinker
0.10 Encumbrance.
Type: scroll / schematic ; tier 1
[can be learnt]
It can be used to learn how to build this tinker.
Schematics are used by tinkers to learn how to build new constructs.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 28
Powered by arcane forces
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Base power: 32.0 - 38.4
Uses stats: 50% Cun, 70% Dex
Damage type: Ice
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 25
On weapon hit:
* bursts into an icy cloud
In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Powered by arcane forces
2.00 Encumbrance.
[Random Unique]
Type: charm / wand ; tier 4
When wielded/worn:
Damage when hit (Melee): 4 blight
Changes resistances penetration: +10% fire
Changes damage: +9% blight / +9% fire
It can be used to reveal the area around you, dispelling darkness (radius 13, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns
Activation puts all charms on cooldown for 15 turns.
When used:
* Reduce fatigue by 42% for 2 turns.
* Increase all damage by 21% for 2 turns.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 28
Infused by psionic forces
3.00 Encumbrance.
[Unique]
Type: ammo / shot ; tier 4
Base power: 38.0 - 45.6
Uses stats: 10% Wil, 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +15
Crit. chance: +10.0%
Capacity: 20
On weapon hit:
* 50% chance to reload 1 ammo
Damage (Ranged): +25 mind / +30 mind slow
You find yourself constantly fighting an urge to handle this strange pouch of shot.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 4
It can be used to sting an enemy dealing 320 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 15 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Powered by steamtech
1.00 Encumbrance.
[Unique]
Type: armor / belt ; tier 3
When wielded/worn:
Changes stats: +3 Cun
Physical save: +10 (+5 eff.)
Spell save: +10 (+10 eff.)
Steampower: +5 (+2 eff.)
It can be used to generate a personal shield that absorbs up to 208 damage and damages attackers striking the wearer for 26 fire damage while it lasts (based on Cunning)
Activation costs 24 power out of 24/24.
This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier.
This item has been sent to the Item's Vault.


Requires:
- Willpower 20
- Dexterity 25
- Talent Shoot
- Talent Steam Pool
Infused by psionic forces
Powered by steamtech
4.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 5
Mastery: Steamgun Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +5
Attack speed: 100%
Dam. multiplier: 110%
Firing range: +10
On weapon hit:
* deal 26.00 mind damage (based on Mindpower) in a radius 1 around the target
Travel speed: +600%
Attacks use: 2.0 Steam
When wielded/worn:
Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns)
Mindpower: +15 (+7 eff.)
Mental crit. chance: +5%
Steampower: +15 (+5 eff.)
Steam crit. chance: +5%
On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target.
From body, mind. From mind, body.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 4
It can be used to heal yourself and all friendly characters within 10 spaces for 380
Activation puts all charms on cooldown for 15 turns.
When used:
* Reduce 1 talent cooldowns by 2.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by steamtech
2.00 Encumbrance.
[Unique]
Type: armor / cloak ; tier 5
When wielded/worn:
Armour: +10
Defense: +20 (+4 eff.)
Changes resistances: +15% physical
Talent mastery: +0.20 Steamtech / Avoidance
Physical save: +40 (+13 eff.)
It can be used to activate talent Cloaking Device (costing 60 power out of 2/60) :
Effective talent level: 1.3
Power cost: 60 out of 2/60.
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 50 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 has been sent to the Item's Vault.


Requires:
- Strength 20
Infused by nature
Crafted by a master
9.00 Encumbrance.
Type: armor / light ; tier 5
When wielded/worn:
Armour: +8
Defense: +26 (+5 eff.)
Fatigue: +8%
Changes stats: +4 Str / +7 Dex
Physical save: +12 (+4 eff.)
Maximum life: +43.00
A suit of armour made of leather.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
0.10 Encumbrance.
[Unique]
Type: gem / demonic ; tier 5
When carried:
Damage when hit (Melee): 34 healing
Mental save: -18 (-9 eff.)
Life regen: -2.00
Light radius: -2
Healing mod.: -50%
When used to imbue an object:
Physical power: +12 (+4 eff.)
Damage when hit (Melee): 34 darkness
Changes damage: +9% all
Grants telepathy: Demon/Major Demon/Minor
Spellpower: +16 (+13 eff.)
Infravision radius: +3
See invisible: +14
Healing mod.: +50%
Latent Damage Type: Shadowflame
A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 40
- Strength 25
- Talent Shoot
- Talent Steam Pool
Powered by steamtech
9.00 Encumbrance.
[Unique]
Type: weapon / steamgun ; tier 5
It must be held with both hands.
It can be used as a weapon and offhand.
Mastery: Steamgun Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +10
Attack speed: 100%
Dam. multiplier: 125%
Firing range: +6
Travel speed: +600%
Attacks use: 4.0 Steam
When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target.
This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death.
It also seems to have been carefully balanced to work like a dual gun set.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Crafted by a master
0.10 Encumbrance.
[Unique]
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +10 (+3 eff.)
Physical power: +10 (+3 eff.)
Armour: +10
Armour Hardiness: +20%
Defense: +5 (+1 eff.)
Fatigue: -15%
Changes damage: +8% physical
Talent cooldown: Rush (-6 turns)
Physical save: +45 (+11 eff.)
Confusion immunity: +50%
Maximum mana: -40.00
Maximum stamina: +40.00
The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.
This item has been sent to the Item's Vault.


Requires:
- Level 35
Powered by arcane forces
2.00 Encumbrance.
Type: charm / wand ; tier 5
When wielded/worn:
Accuracy: +15 (+4 eff.)
Armour: +10
Changes stats: +2 Str / +5 Dex
Changes resistances penetration: +15% darkness
Only die when reaching: -80.00 life
Maximum stamina: +30.00
It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 101 lightning damage and will be dazed for 1 turn (506 total damage)
Activation puts all charms on cooldown for 15 turns.
When used:
* Gain a 26% chance to evade weapon attacks for 2 turns.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 3
When wielded/worn:
Accuracy: +8 (+1 eff.)
Defense: +10 (+3 eff.)
Movement speed: +17%
Activating this item is instant.
It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown :
Effective talent level: 2.0
Power cost: 31 out of 40/40.
Range: melee/personal
Travel Speed: instantaneous
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns.
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
1.00 Encumbrance.
Type: armor / hands ; tier 2
When wielded/worn:
Armour: +2
Damage (Melee): 8 lightning
Changes resistances: +6% lightning / +3% fire
Changes damage: +6% lightning / +12% physical
Physical save: +12 (+4 eff.)
Life regen: +4.00
Hate when firing a critical mind attack: +2.00
Defense after a teleport: +15
Resist all after a teleport: +15%
New effects duration reduction after a teleport: +15%
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.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
Crafted by a master
0.10 Encumbrance.
Type: jewelry / ring ; tier 4
When wielded/worn:
Changes stats: +2 Con
Spell save: +14 (+13 eff.)
Life regen: +9.00
Maximum life: +54.00
Maximum stamina: +18.00
Healing mod.: +16%
Rings make your fingers look great!
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
[Random Unique]
Type: charm / totem ; tier 4
When wielded/worn:
Accuracy: +10 (+2 eff.)
Armour penetration: +2
Defense: +5 (+1 eff.)
Changes stats: +2 Con
Critical mult.: +10.00%
Spellpower on spell critical (stacks up to 3 times): +2
It can be used to sting an enemy dealing 338 nature damage over 7 turns and reducing their healing by 50%
Activation puts all charms on cooldown for 12 turns.
When used:
* Gain a 14% chance to evade weapon attacks for 2 turns.
* Cleanse 2 total effects of type disease, wound, or poison.
* Increase all damage by 16% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by nature
2.00 Encumbrance.
Type: charm / totem ; tier 4
It can be used to heal yourself and all friendly characters within 10 spaces for 434
Activation puts all charms on cooldown for 12 turns.
When used:
* Cleanse 2 total effects of type disease, wound, or poison.
Natural totems are made by powerful wilders to store nature power.
This item has been sent to the Item's Vault.


Requires:
- Level 25
Infused by psionic forces
2.00 Encumbrance.
Type: charm / torque ; tier 4
When wielded/worn:
Defense: +25 (+8 eff.)
Damage when hit (Melee): 8 arcane
Changes resistances: +6% mind
Critical mult.: +10.00%
Disarm immunity: +20%
Mana when firing critical spell: +2.00
Maximum life: +80.00
It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 407 physical damage
Activation puts all charms on cooldown for 12 turns.
When used:
* Increase the duration of 1 beneficial effects by 3.
Torques are made by powerful psionics to store psionic powers.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Infused by nature
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce damage dealt by 14%
Effects when hit in melee:
* 33% chance to reduce strength, dexterity, and constitution by 6
* 26% chance to reduce damage dealt by 14%
Changes resistances: +3% lightning / +6% fire / +3% nature / +3% blight
Changes resistances penetration: +5% darkness
Spell save: +3 (+3 eff.)
Mental save: +15 (+8 eff.)
Maximum life: +54.00
Mindpower: +14 (+7 eff.)
Mental crit. chance: +15%
Light radius: +4
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Level 15
Powered by arcane forces
Infused by psionic forces
1.00 Encumbrance.
[Random Unique]
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +8% blight / +7% light / +8% darkness
Changes damage: +10% darkness / +21% temporal
Damage affinity(heal): +5% darkness
Mental save: +8 (+4 eff.)
Psi when hit: +0.08
Hate when firing a critical mind attack: +2.00
Spellpower: +4 (+4 eff.)
Spell crit. chance: +4%
Light radius: +4
Infravision radius: +8
See stealth: +14
See invisible: +15
The wearer is treated as an undead.
The wearer no longer has to breathe.
It can be used to activate talent Retch, placing all other charms into a 30 cooldown :
Effective talent level: 2.0
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else.
Lasts 10 turns and deals 16 blight damage or heals 25 life.
Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.
A normal brass lantern, enhanced by alchemy to make it brighter.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Crafted by a master
3.00 Encumbrance.
Type: ammo / shot ; tier 5
Base power: 67.5 - 81.0
Uses stats: 50% Cun, 70% Dex
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +13
Crit. chance: +20.0%
Capacity: 22
On weapon crit:
* Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50%
Travel speed: +200%
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.


Requires:
- Dexterity 48
Powered by arcane forces
Crafted by a master
Infused by psionic forces
3.00 Encumbrance.
[Random Unique]
Type: ammo / shot ; tier 5
Base power: 51.0 - 61.2
Uses stats: 70% Dex, 50% Cun
Damage type: Physical
Accuracy bonus: +0.2% base dam (max 20%)
Accuracy: +21
Armour Penetration: +6
Crit. chance: +7.0%
Capacity: 21
On weapon hit:
* 20% chance to reduce armor by 15%
Damage (Ranged): +12 acid / +37 darkness
Damage (radius 1) on hit: +11 fire
Damage (radius 2) on crit: +16 acid
Damage against: +11% Living
Shots are used with slings to pummel your foes to death.
This item has been sent to the Item's Vault.