steam generator implant of the wizard (steam 14) Type: scroll / implant ; tier 1
Powered by steamtech
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 31
Travel Speed: instantaneous
Usage Speed: Steamtech (100% of a turn)
Is: a steamtech power
Description: Steam generator that permanently creates 14.0 steam per turn.
Can be activated for an instant burst of 70 steam.
Its effects scale with your Magic stat.
It can be used to implant on your skin..Steamtech implants can be grafted on the users skin..
Infusion of Wild Growth (rad 5; dur 10;)
Infused by nature
0.10 Encumbrance.[Plot Item]
Type: scroll / infusion ; tier 3When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 153.41 physical damage and 227.98 nature damage.
The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
regeneration infusion of the sneak (heal 464; 13 cd) Type: scroll / infusion
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Is: a nature gift
Description: Activate the infusion to heal yourself for 464 life over 5 turns.
Its effects scale with your Cunning stat.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
Rune of Dissipation ( )
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / runeWhen inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 10
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.
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.
Rune of the Rift (638.00 temporal damage, removed from time 4 turns)
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: scroll / rune ; tier 3When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 6
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: Spell (100% of a turn)
Is: a spell
Description: Inflicts 969.76 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Acid Groove Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Air Recycler Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Antimagic Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Armour Reinforcement Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Botanical Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Corrosive Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Deflection Field Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Explosive Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
8 schematic: Fiery Salve Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Focus Lens Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Fungal Web Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Hand Cannon Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
7 schematic: Healing Salve Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Incendiary Groove Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Iron Grip Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Itching Powder Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Kinetic Stabiliser Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Lightning Coil Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Mana Coil Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Mental Stimulator Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Moss Tread Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Poison Groove Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Rustproof Coating Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Saw Projector Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Saw Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Second Skin Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Silver Filigree Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Solid Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Spring Grapple Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Steamsaw Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Thunder Grenade Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Thunderclap Coating Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Toxic Cannister Launcher Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Unstoppable Force Salve Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Sentry Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Voltaic Shell Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Water Salve Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
schematic: Waterproof Coating Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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 Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
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: Winterchill Edge Type: scroll / schematic ; tier 1
Requires:
- Talent Create Tinker0.10 Encumbrance.
It can be used to learn how to build this tinker.Schematics are used by tinkers to learn how to build new constructs.
Sealed Scroll of Last Hope
0.10 Encumbrance.[Unique]
Type: scroll / scrollIt can be used to open the seal and read the message.Magical scrolls can have wildly different effects!
Ancient Tome titled 'Gems and their uses'
0.10 Encumbrance.[Plot Item]
Type: scroll / tomeMagical scrolls can have wildly different effects!
Earthen Beads
Infused by nature
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 2When wielded/worn:
Changes stats: +5 Wil
Damage affinity(heal): +15% nature
Life regen: +2.00
Mindpower: +5 (+1 eff.)
Enhances the effectiveness of Meditation by 20%
It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) :
Effective talent level: 2.0
Power cost: 35 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Is: a mind power and a nature gift
Description: Touch a target (or yourself) to infuse it with Nature, healing it for 391 (this heal does not work on undead).
The amount healed will increase with your Mindpower.This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.
Feathersteel Amulet
Crafted by a master
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 2When wielded/worn:
Defense: +15 (+3 eff.)
Fatigue: -20%
Maximum encumbrance: +20
Movement speed: +25%
Slows Projectiles: +15%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.The weight of the world seems a little lighter with this amulet around your neck.
Frost Lord's Chain
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 5When wielded/worn:
Damage when hit (Melee): 10 cold
Changes resistances: +25% cold
Changes damage: +12% cold
Talent granted: +2 Shivgoroth Form
Stun/Freeze immunity: +30%
Spellpower: +12 (+2 eff.)
Ice block penetration: +20%
Gives all your cold damage a 20% chance to freeze the target.This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.
The Far-Hand
Powered by unknown forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 3When wielded/worn:
Changes stats: +10 Con
Teleport immunity: +100%
It can be used to activate talent Teleport (costing 36 power out of 36/36) :
Effective talent level: 5.2
Power cost: 36 out of 36/36.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Teleports you randomly within a large range (200).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 14).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.You can feel this strange metallic hand wriggling around, it feels as if space distorts around it.
Vox
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / amulet ; tier 5When wielded/worn:
Silence immunity: +100%
Maximum mana: +50.00
Maximum vim: +50.00
Spellpower: +9 (+2 eff.)
Spell crit. chance: +4%
See invisible: +20
Casting speed: +15%No force can hope to silence the wearer of this amulet.
Orb of Many Ways Activation costs 10 power out of 30/30.
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: jewelry / orbIt can be used to activate a portal
If used near a portal, it could probably activate it.
Ring of Growth
Infused by nature
Crafted by a master
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 2When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +8% nature / +8% physical
Physical save: +8 (+3 eff.)
Life regen: +3.00
Healing mod.: +20%This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.
gladiator's copper ring of pilfering Type: jewelry / ring ; tier 1
Crafted by a master
0.10 Encumbrance.
Accuracy: +8 (+3 eff.)
Armour penetration: +8
Physical power: +6 (+1 eff.)
Defense: +7 (+1 eff.)
Changes stats: +5 Str / +5 Con
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!
mule's steel ring of perseverance Type: jewelry / ring ; tier 2
Crafted by a master
0.10 Encumbrance.
Fatigue: -5%
Maximum encumbrance: +21
Stun/Freeze immunity: +28%
Life regen: +3.00Rings make your fingers look great!
solipsist's gold ring Type: jewelry / ring ; tier 3
Infused by psionic forces
0.10 Encumbrance.
Changes stats: +5 Cun / +6 Wil
Mindpower: +6 (+1 eff.)Rings make your fingers look great!
This item will automatically be transmogrified when you leave the level. Type: jewelry / ring ; tier 5
voratun ring of life
Infused by nature
0.10 Encumbrance.
Life regen: +12.00
Maximum life: +85.00
Healing mod.: +20%Rings make your fingers look great!
wizard's copper ring Type: jewelry / ring ; tier 1
Powered by arcane forces
0.10 Encumbrance.
Changes stats: +2 Mag
Spell save: +4 (+1 eff.)Rings make your fingers look great!
wizard's copper ring of sensing Type: jewelry / ring ; tier 1
Powered by arcane forces
0.10 Encumbrance.
Changes stats: +2 Mag
Spell save: +4 (+1 eff.)
Blindness immunity: +22%
Infravision radius: +3
See stealth: +5
See invisible: +5Rings make your fingers look great!
This item will automatically be transmogrified when you leave the level. Powered by Base power: 48.0 - 67.2
The Black Spike (48-67 power, 20 apr)
Requires:
- Strength 40
3.00 Encumbrance.[Unique]
Type: weapon / longsword ; tier 5
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +20
Crit. chance: +5.0%
Attack speed: 100%
Damage conversion: 50% darkness
When wielded/worn:
Changes stats: +10 Str / +8 Mag
Changes resistances: +18% darkness / +12% blight
Changes resistances penetration: +5% all
Changes damage: +25% darkness
Shadow Power: +5
Increases all damage penetration by 1% for each point of your Shadow Power."All the better to pierce the heart of the world."
Gloomoozer (25-30 power, 5 apr, lightning element) Powered by Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0
Requires:
- Magic 35
5.00 Encumbrance.
It must be held with both hands.
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +5
Crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Damage when hit (Melee): 4 mind / 8 darkness
Changes resistances penetration: +10% darkness
Changes damage: +6% darkness / +25% lightning
Talent granted: +1 Command Staff
Mental save: +18 (+4 eff.)
Disease immunity: +20%
Disarm immunity: +20%
Only die when reaching: -20.00 life
Spellpower: +12 (+2 eff.)
Spell crit. chance: +16%Staves designed for wielders of magic, by the greats of the art.
Staff of Destruction (20-24 power, 4 apr, lightning element) Powered by Base power: 20.0 - 24.0
Requires:
- Magic 24
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 3
It must be held with both hands.
Uses stat: 100% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +4
Attack speed: 100%
When wielded/worn:
Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold
Talent granted: +1 Command Staff
Spellpower: +10 (+2 eff.)
Spell crit. chance: +15%
Talent on hit(spell): Impending Doom (10% chance level 1).This unique-looking staff is carved with runes of destruction.
This item will automatically be transmogrified when you leave the level. Infused by Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0
lifebinding dragonbone magestaff (30-36 power, 6 apr, arcane element)
Requires:
- Magic 48
5.00 Encumbrance.
It must be held with both hands.
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes stats: +6 Con
Changes damage: +30% arcane
Talent granted: +1 Command Staff
Life regen: +1.40
Spellpower: +25 (+4 eff.)
Spell crit. chance: +5%
Healing mod.: +29%Staves designed for wielders of magic, by the greats of the art.
magewarrior's short dragonbone magestaff of might (30-36 power, 6 apr, arcane element) Powered by Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0
Requires:
- Magic 48
Crafted by a master
5.00 Encumbrance.
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +1.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +12 (+4 eff.)
Physical crit. chance: +5.0%
Physical power: +9 (+2 eff.)
Changes damage: +30% arcane
Talent granted: +1 Command Staff
Spellpower: +25 (+4 eff.)
Spell crit. chance: +18%Staves designed for wielders of magic, by the greats of the art.
This item will automatically be transmogrified when you leave the level. Powered by Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0
shimmering dragonbone starstaff of might (30-36 power, 6 apr, temporal element)
Requires:
- Magic 48
5.00 Encumbrance.
It must be held with both hands.
Uses stat: 80% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes damage: +30% temporal
Talent granted: +1 Command Staff
Mana each turn: +0.40
Maximum mana: +99.00
Spellpower: +15 (+3 eff.)
Spell crit. chance: +18%Staves designed for wielders of magic, by the greats of the art.
This item will automatically be transmogrified when you leave the level. Powered by Type: weapon / steamgun ; tier 5 Accuracy bonus:
runic voratun steamgun of piercing
Requires:
- Dexterity 48
- Talent Shoot
- Talent Steam Pool
Crafted by a master
Powered by steamtech
4.00 Encumbrance.
Armour Penetration: +15
Attack speed: 100%
Firing range: +10
When this weapon hits: Arcane Vortex (10% chance level 5).
Travel speed: +600%
Attacks use: 2.0 Steam
When wielded/worn:
Accuracy: +23 (+8 eff.)
Armour penetration: +12
Changes stats: +7 Mag
Changes resistances penetration: +11% all
Changes damage: +12% arcane
Spellpower: +14 (+2 eff.)Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.
This item will automatically be transmogrified when you leave the level. Crafted by Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3
quick voratun waraxe (40-55 power, 6 apr)
Requires:
- Strength 48
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +6
Crit. chance: +7.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +20 (+7 eff.)
Changes stats: +5 Dex
Combat speed: +10%One-handed war axes.
monstrous hardened leather belt of burglary Type: armor / belt ; tier 3
Infused by nature
Crafted by a master
1.00 Encumbrance.
Physical power: +8 (+2 eff.)
Changes stats: +5 Str / +4 Dex / +4 Cun / +4 Con / +8 Lck
Trap disarming bonus: +11
Stealth bonus: +7
Physical save: +8 (+3 eff.)
Infravision radius: +5
Size category: +1A belt that goes around your waist.
nightruned rough leather belt of the mystic Type: armor / belt ; tier 1
Powered by arcane forces
1.00 Encumbrance.
Changes resistances: +6% light / +6% darkness
Mental save: +6 (+1 eff.)
Spellpower: +2 (+0 eff.)A belt that goes around your waist.
Blazetaint (3 def, 0 armour) Type: armor / cloak ; tier 5
Powered by arcane forces
2.00 Encumbrance.
Defense: +3 (+0 eff.)
Damage when hit (Melee): 6 blight
Changes stats: +1 Mag / +14 Wil
Changes resistances penetration: +25% lightning
Changes damage: +15% lightning / +12% blight
Light radius: +3
See invisible: +18A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
enveloping cashmere cloak (9 def, 0 armour) Type: armor / cloak ; tier 3
Crafted by a master
2.00 Encumbrance.
Defense: +9 (+2 eff.)
Physical save: +6 (+3 eff.)A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
linen cloak of sorcery (1 def, 0 armour) Type: armor / cloak ; tier 1
Powered by arcane forces
2.00 Encumbrance.
Defense: +1 (+0 eff.)
Changes stats: +2 Mag / +3 Wil
Spell crit. chance: +5%A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
Silk Current (12 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: armor / cloth ; tier 1When wielded/worn:
Defense: +12 (+3 eff.)
Damage when hit (Melee): 10 cold
Changes resistances: +7% all / +15% cold
Changes resistances penetration: +8% cold
Changes damage: +10% cold
Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice
Spellpower: +5 (+1 eff.)
Movement speed: +15%
Talent on hit(spell): Water Jet (5% chance level 1).This deep blue robe flows and ripples as if pushed by an invisible tide.
The Calm (15 def, 0 armour)
Powered by arcane forces
2.00 Encumbrance.[Unique]
Type: armor / cloth ; tier 4When wielded/worn:
Defense: +15 (+3 eff.)
Changes stats: +10 Mag / +8 Wil / +6 Cun
Changes resistances: +20% lightning / +13% all
Changes resistances penetration: +15% lightning
Changes damage: +25% lightning
Spellpower: +20 (+3 eff.)
Movement speed: +10%
Slows Projectiles: +15%
Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze.This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.
linen robe (0 def, 0 armour) Type: armor / cloth ; tier 1
2.00 Encumbrance.
Changes resistances: +7% allA cloth vestment. It offers no intrinsic protection but can be enchanted.
mindwoven linen robe of life (0 def, 0 armour) Type: armor / cloth ; tier 1
Infused by nature
Infused by psionic forces
2.00 Encumbrance.
Changes resistances: +6% blight / +7% all
Mental save: +16 (+4 eff.)
Life regen: +1.50
Maximum life: +42.00
Mindpower: +2 (+0 eff.)
Mental crit. chance: +2%
Healing mod.: +12%A cloth vestment. It offers no intrinsic protection but can be enchanted.
Greenspawn (17 def, 11 armour)
Crafted by a master
Infused by psionic forces
2.00 Encumbrance.[Random Unique]
Type: armor / feet ; tier 5When wielded/worn:
Armour: +11
Defense: +17 (+4 eff.)
Damage when hit (Melee): 6 acid
Changes stats: +6 Cun / +5 Wil
Changes resistances: +6% nature
Changes resistances penetration: +25% acid
Changes damage: +6% acid / +9% nature
Physical save: +14 (+5 eff.)
Spell save: +12 (+4 eff.)
Mental save: +14 (+3 eff.)
Infravision radius: +2
Activating this item is instant.
It can be used to activate talent Evasion, 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: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 increased defense for 4 turns.
The chance to evade and defense bonus increase with your Dexterity.A pair of boots made of leather.
Samydor the pair of rough leather boots (0 def, 1 armour) Type: armor / feet ; tier 1
Powered by arcane forces
2.00 Encumbrance.
Armour: +1
Effects on melee hit:
* 20% chance to reduce armor by 50%
Changes stats: +3 Cun
Changes resistances: +3% acid
Silence immunity: +21%
Confusion immunity: +21%
Stun/Freeze immunity: +21%A pair of boots made of leather.
Shoes of Moving Slowly (0 def, 0 armour)
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: armor / feet ; tier 4When wielded/worn:
Fatigue: +3%
Changes stats: +8 Mag / +8 Wil
Knockback immunity: +100%
Spellpower: +5 (+1 eff.)
Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times.
It can be used to combine it with the Shoes of Moving Quickly.Fast does not always win.Rumoured to be able to combine with the Shoes of Moving Quickly.
Steam Powered Boots (8 def, 15 armour) Powered by
Requires:
- Heavy armour training
3.00 Encumbrance.[Unique]
Type: armor / feet ; tier 5It is part of a set of items.
The more steam the better!
When wielded/worn:
Armour: +15
Defense: +8 (+2 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!
Wanderer's Rest (4 def, 0 armour)
Infused by psionic forces
0.00 Encumbrance.[Unique]
Type: armor / feet ; tier 3When wielded/worn:
Defense: +4 (+1 eff.)
Fatigue: -10%
Changes stats: +3 Dex
Changes resistances: +5% physical
Talent mastery: +0.20 Psionic / Augmented mobility
Pinning immunity: +100%
Movement speed: +10%
It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: 5
Travel Speed: instantaneous
Is: a mind power
Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point.These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.
eldritch pair of voratun boots of rushing (0 def, 5 armour) Powered by Type: armor / feet ; tier 5
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Armour: +5
Fatigue: +4%
Changes stats: +3 Str / +3 Mag / +4 Wil / +3 Con
Mana each turn: +0.37
Maximum mana: +33.00
Spell crit. chance: +3%
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 7
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
miner's pair of rough leather boots of rushing (0 def, 4 armour) Type: armor / feet ; tier 1
Crafted by a master
2.00 Encumbrance.
Armour: +4
Changes stats: +3 Str / +2 Con
Infravision radius: +2
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 2.0
Power cost: 25 out of 25/25.
Range: 7
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.A pair of boots made of leather.
This item will automatically be transmogrified when you leave the level. Powered by Type: armor / feet ; tier 5
undeterred pair of voratun boots of massiveness (0 def, 5 armour)
Requires:
- Heavy armour training
Crafted by a master
3.00 Encumbrance.
Armour: +5
Fatigue: +4%
Changes stats: +7 Str / +8 Con
Changes damage: +10% physical
Silence immunity: +30%
Confusion immunity: +39%
Stun/Freeze immunity: +33%
Size category: +1Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.
Dazzleidol (0 def, 2 armour) Type: armor / hands ; tier 2
Powered by arcane forces
1.00 Encumbrance.
Armour: +2
Damage (Melee): 6 arcane
Changes stats: +3 Mag / +5 Wil
Changes resistances: +3% light / +2% physical / +5% arcane / +3% mind
Changes damage: +6% arcane
Spell save: +3 (+1 eff.)
Cut immunity: +20%
Spellpower: +7 (+1 eff.)
Light radius: +2
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.
Silinne the voratun gauntlets (0 def, 3 armour) Infused by Type: armor / hands ; tier 4
Requires:
- Heavy armour training
1.50 Encumbrance.
Armour: +3
Fatigue: +5%
Effects on melee hit:
* 20% chance to reduce all saves and defense by 45
* 20% chance to gain 10% of a turn (3/turn limit)
Damage (Melee): 14 lightning
Changes resistances: +10% lightning
Changes resistances penetration: +25% temporal
Changes damage: +11% lightning / +18% temporal / +9% mind
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.Metal gloves protecting the hands up to the middle of the lower arm.
Steam Powered Gauntlets (0 def, 12 armour) Powered by
Requires:
- Heavy armour training
1.50 Encumbrance.[Unique]
Type: armor / hands ; tier 5It 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!
Cloud Caller (0 def, 0 armour)
Infused by nature
2.00 Encumbrance.[Unique]
Type: armor / head ; tier 1When wielded/worn:
Changes resistances: +10% lightning / +10% cold
Changes damage: +10% lightning / +10% cold
A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn.
It can be used to activate talent Call Lightning (costing 15 power out of 30/30) :
Effective talent level: 1.0
Power cost: 15 out of 30/30.
Range: 10
Travel Speed: instantaneous
Is: a nature gift
Description: Calls forth a powerful beam of lightning doing 107.16 to 321.47 lightning damage (214.31 average).
The damage will increase with your Mindpower.This hat's broad brim protects you from biting colds and sudden storms.
bladed hardened leather hat of blood magic (0 def, 3 armour) Type: armor / head ; tier 3
Powered by arcane forces
Crafted by a master
2.00 Encumbrance.
Armour: +3
Fatigue: +3%
Changes stats: +5 Str / +5 Mag / +5 Wil
Changes damage: +10% blight / +10% arcane
Spell crit. chance: +3%
It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 295.0 Physical damage.
If the attack hits, the target is confused (37% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.A hat made of leather. Very stylish.
cashmere wizard hat 'Ichorfoe' (2 def, 0 armour) Type: armor / head ; tier 3
Powered by arcane forces
2.00 Encumbrance.
Defense: +2 (+0 eff.)
Damage when hit (Melee): 4 nature
Changes stats: +2 Wil
Changes resistances penetration: +20% fire
Changes damage: +8% acid / +9% cold / +11% fire / +9% arcane / +10% lightning
Equilibrium when hit: +0.08
Hate when firing a critical mind attack: +3.00
Maximum hate: +10.00
Mental crit. chance: +4%A pointy cloth hat, very wizardly...
This item will automatically be transmogrified when you leave the level. Crafted by Type: armor / head ; tier 5
voratun helm of trickery (0 def, 5 armour)
Requires:
- Heavy armour training
3.00 Encumbrance.
Armour penetration: +8
Armour: +5
Fatigue: +5%
Changes stats: +4 Cun / +4 DexA large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item will automatically be transmogrified when you leave the level. Infused by Type: armor / heavy ; tier 5
rejuvenating voratun mail armour of command (16 def, 19 armour)
Requires:
- Heavy armour training
- Strength 48
Infused by psionic forces
14.00 Encumbrance.
Armour: +19
Defense: +16 (+4 eff.)
Fatigue: +12%
Changes stats: +4 Cun
Mental save: +20 (+5 eff.)
Life regen: +3.70
Stamina each turn: +1.90A suit of armour made of mail.
Betherema (20 def, 8 armour) Infused by Type: armor / light ; tier 5
Requires:
- Strength 20
9.00 Encumbrance.
Armour: +8
Defense: +20 (+5 eff.)
Fatigue: +8%
Changes stats: +12 Mag / +5 Wil / +6 Cun
Changes resistances: +9% mind
Changes resistances penetration: +25% temporal
Changes damage: +18% mind
Mental save: +21 (+5 eff.)A suit of armour made of leather.
Flashwill the hardened leather armour (9 def, 6 armour) Crafted by Type: armor / light ; tier 3
Requires:
- Strength 16
9.00 Encumbrance.
Armour: +6
Defense: +9 (+2 eff.)
Fatigue: +8%
Damage when hit (Melee): 10 acid
Changes resistances: +24% acid / +18% lightning
Changes resistances penetration: +25% acid / +10% lightning
Changes damage: +30% coldA suit of armour made of leather.
hardened leather armour of command (17 def, 10 armour) Infused by Type: armor / light ; tier 3
Requires:
- Strength 16
9.00 Encumbrance.
Armour: +10
Defense: +17 (+4 eff.)
Fatigue: +8%
Changes stats: +3 Cun
Mental save: +16 (+4 eff.)A suit of armour made of leather.
troll-hide hardened leather armour of Eyal (9 def, 6 armour) Infused by Type: armor / light ; tier 3
Requires:
- Strength 16
9.00 Encumbrance.
Armour: +6
Defense: +9 (+2 eff.)
Fatigue: +8%
Life regen: +6.00
Maximum life: +62.00
Healing mod.: +26%A suit of armour made of leather.
This item will automatically be transmogrified when you leave the level. Powered by Type: armor / massive ; tier 5
prismatic voratun plate armour of acid resistance (0 def, 16 armour)
Requires:
- Massive armour training
- Strength 60
Crafted by a master
17.00 Encumbrance.
Armour: +16
Fatigue: +22%
Changes resistances: +26% acid / +15% light / +18% darknessA suit of armour made of metal plates.
Bindings of Eternal Night (12 def, 12 armour)
Powered by arcane forces
6.00 Encumbrance.[Unique]
Type: armor / mummy ; tier 4It is part of a set of items.
A complementing item would be your crowning glory.
When wielded/worn:
Armour: +12
Defense: +12 (+3 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.
mummy wrappings (5 def, 2 armour) Type: armor / mummy ; tier 4
6.00 Encumbrance.
Armour: +2
Defense: +5 (+1 eff.)
Fatigue: +2%
Changes stats: +5 Mag
Changes resistances: -25% fire
Changes damage: +15% cold / +15% arcane / +15% darkness
Spellpower: +9 (+2 eff.)Decaying mummy wrappings.
Summertide (17 def, 15 armour, 260 block) Infused by Activation costs 12 power out of 30/30.
Requires:
- Shield usage training
- Willpower 28
- Strength 20
7.00 Encumbrance.[Unique]
Type: armor / shield ; tier 5Learn shield attack talent or enable 'Always show shield combat' to see combat stats.
When wielded/worn:
Armour: +15
Defense: +17 (+4 eff.)
Ranged Defense: +17 (+4 eff.)
Fatigue: +12%
Changes stats: +3 Cun / +5 Wil
Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind
Changes resistances penetration: +10% fire / +10% light / +10% mind
Changes damage: +10% fire / +15% mind / +15% light
Talent granted: +1 Block
Mental save: +18 (+4 eff.)
Blindness immunity: +100%
Confusion immunity: +25%
Maximum psi: +20.00
Mindpower: +8 (+1 eff.)
Light radius: +3
It can be used to send out a range 7 beam, lighting its path and dealing 109.81 to 137.27 light damage (based on Willpower and Cunning)
windwalling iron shield (0 def, 2 armour, 16.5 block) Infused by Type: armor / shield ; tier 1
Requires:
- Shield usage training
- Strength 11
7.00 Encumbrance.
When wielded/worn:
Armour: +2
Fatigue: +8%
Changes stats: +2 Wil
Changes resistances: +11% physical
Talent granted: +1 Block
Slows Projectiles: +15%
Bonus block near projectiles: +23Handheld deflection devices.
This item will automatically be transmogrified when you leave the level. Crafted by Type: ammo / arrow ; tier 5 Base power: 50.5 - 70.7
psychokinetic quiver of dragonbone arrows of crippling (22/22, 50-71 power, 18 apr)
Requires:
- Dexterity 48
Infused by psionic forces
3.00 Encumbrance.
Uses stats: 50% Str, 70% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +18
Crit. chance: +20.0%
Capacity: 22
On weapon hit:
* 20% chance to knock the target back 3 spaces and deal 312 physical damage
On weapon crit:
* Cripple the target reducing mind, spell, and combat action speeds by 30%
Damage (Ranged): +54 physicalArrows are used with bows to pierce your foes to death.
7 agate Type: gem / black ; tier 1
0.00 Encumbrance.
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
When used to imbue an object:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
Latent Damage Type: AcidGems can be sold for money or used in arcane rituals.
423 alchemist agate Type: alchemist-gem / black ; tier 1
0.00 Encumbrance.
Bomb damage +5%Gems can be sold for money or used in arcane rituals.
8 onyx Type: gem / black ; tier 3
0.00 Encumbrance.
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: AcidGems can be sold for money or used in arcane rituals.
Windborne Azurite
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / blue ; tier 4When wielded/worn:
Changes stats: +8 Cun / +8 Dex
Changes damage: +20% lightning
Damage affinity(heal): +20% lightning
Movement speed: +20%
Chance to avoid any damage: +8%
When used to imbue an object:
Changes stats: +8 Cun / +8 Dex
Changes damage: +20% lightning
Damage affinity(heal): +20% lightning
Movement speed: +15%
Chance to avoid any damage: +8%
Latent Damage Type: LightningAir currents swirl around this bright blue jewel.
7 aquamarine Type: gem / blue ; tier 2
0.00 Encumbrance.
Armour: +2
Changes resistances: +2% all
When used to imbue an object:
Armour: +2
Changes resistances: +2% all
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
7 lapis lazuli Type: gem / blue ; tier 3
0.00 Encumbrance.
Defense: +6 (+1 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+1 eff.)
When used to imbue an object:
Defense: +6 (+1 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+1 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
9 opal Type: gem / blue ; tier 2
0.00 Encumbrance.
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: LightningGems can be sold for money or used in arcane rituals.
2 sapphire Type: gem / blue ; tier 4
0.00 Encumbrance.
Defense: +8 (+2 eff.)
Physical save: +8 (+3 eff.)
Spell save: +8 (+3 eff.)
Mental save: +8 (+2 eff.)
When used to imbue an object:
Defense: +8 (+2 eff.)
Physical save: +8 (+3 eff.)
Spell save: +8 (+3 eff.)
Mental save: +8 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
10 topaz Type: gem / blue ; tier 2
0.00 Encumbrance.
Defense: +4 (+1 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+1 eff.)
When used to imbue an object:
Defense: +4 (+1 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+1 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Splendourterror the voratun pickaxe (dig speed 6 turns)
Crafted by a master
3.00 Encumbrance.[Random Unique]
Type: tool / digger ; tier 5When wielded/worn:
Armour: +3
Defense: +7 (+1 eff.)
Fatigue: -9%
Changes stats: +8 Str
Changes resistances: +9% physical
Changes resistances penetration: +15% mind
Changes damage: +6% light
Equilibrium when hit: +0.08
Maximum life: +32.00
Maximum stamina: +18.00
Mindpower: +20 (+4 eff.)
Light radius: +3
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
Tooth of the Mouth (dig speed 12 turns)
Powered by unknown forces
3.00 Encumbrance.[Unique]
Type: tool / digger ; tier 1When wielded/worn:
Armour penetration: +15
Damage when hit (Melee): 10 draining blight
Changes damage: +5% blight
When carried:
Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.
Forbidden Tome: "Of Knowledge And Horrors"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbidden ; tier 4It can be used to read the book.A gross tome of lost knowledge. Even touching it makes you feel sick.
Forbidden Tome: "The Illusory Castle"
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: tome / forbiddenIt can be used to read the book.The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.
9 emerald Type: gem / green ; tier 3
0.00 Encumbrance.
Armour: +3
Changes resistances: +3% all
When used to imbue an object:
Armour: +3
Changes resistances: +3% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
8 jade Type: gem / green ; tier 4
0.00 Encumbrance.
Armour: +4
Changes resistances: +4% all
When used to imbue an object:
Armour: +4
Changes resistances: +4% all
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
spinel Type: gem / green ; tier 1
0.00 Encumbrance.
Defense: +2 (+0 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+0 eff.)
When used to imbue an object:
Defense: +2 (+0 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+0 eff.)
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
10 turquoise Type: gem / green ; tier 4
0.00 Encumbrance.
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: NatureGems can be sold for money or used in arcane rituals.
Stimulus Activation costs 4 power out of 20/20.
Powered by steamtech
2.00 Encumbrance.[Unique]
Type: tool / injector ; tier 4When wielded/worn:
Defense: +12 (+3 eff.)
Changes stats: +5 Cun
Physical save: +15 (+6 eff.)
Spell save: +15 (+5 eff.)
Mental save: +15 (+3 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
Betiwyn the alchemist's lamp Type: lite / lite ; tier 3
Infused by psionic forces
1.00 Encumbrance.
Changes resistances: +12% darkness / +4% physical
Changes damage: +6% arcane
Reduces incoming crit damage: 15.00%
Mental save: +8 (+2 eff.)
Stun/Freeze immunity: +10%
Light radius: +6
See stealth: +10
See invisible: +13A normal brass lantern, enhanced by alchemy to make it brighter.
Eldritch Pearl
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: lite / liteWhen wielded/worn:
Physical power: +12 (+3 eff.)
Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in: water
Spellpower: +12 (+2 eff.)
Light radius: +6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 5.2
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 89.99 cold damage and 79.02 physical damage to all inside, as well as knocking back targets each turn.
The tidal wave lasts for 8 turns.
All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells.
The damage and duration will increase with your Spellpower.Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.
Summertide Phial Activation costs 10 power out of 15/15.
Infused by nature
1.00 Encumbrance.[Unique]
Type: lite / lite ; tier 1When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(165 power, based on Willpower)
survivor's brass lantern of health Type: lite / lite ; tier 1
Infused by nature
2.00 Encumbrance.
Physical save: +6 (+3 eff.)
Maximum life: +40.00
Light radius: +3
Healing mod.: +11%A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.
Crystal Focus Activation costs 1 power out of 1/1.
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / multi-hued ; tier 2When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight
(The created item can be activated to recover the Focus.)
Latent Damage Type: Arcane
It can be used to combine with a weapon (makes a non enchanted weapon into an artifact)
Telos's Staff Crystal Activation costs 1 power out of 1/1.
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / multi-hued ; tier 5It is part of a set of items.
When wielded/worn:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances: +30% mind
Confusion immunity: +30%
Fear immunity: +30%
Light radius: +2
When carried:
Light radius: +2
When used to imbue an object:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances: +30% mind
Confusion immunity: +30%
Fear immunity: +30%
Light radius: +2
Latent Damage Type: Blight
It can be used to combine with a staff
Dragon Orb (Orb of Command) Activation costs 1 power out of 1/1.
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:
Changes stats: +6 Cun
It can be used to use the orb
Elemental Orb (Orb of Command) Activation costs 1 power out of 1/1.
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:
Changes stats: +6 Mag
It can be used to use the orb
Orb of Destruction (Orb of Command) Activation costs 1 power out of 1/1.
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:
Changes stats: +6 Str
It can be used to use the orb
Orb of Undeath (Orb of Command) Activation costs 1 power out of 1/1.
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:
Changes stats: +6 Dex
It can be used to use the orb
Automated Portable Extractor Activation costs 0 power out of 1000/1000.
Powered by steamtech
0.00 Encumbrance.[Plot Item]
Type: tinker / powerWhen carried:
It can be used to melt all the items in the APE at once (also done automatically when you change level)
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.
Atamathon's Lost Ruby Eye
0.00 Encumbrance.[Plot Item]
Type: gem / red ; tier 5When wielded/worn:
Changes damage: +12% fire
When used to imbue an object:
Changes damage: +12% fireOne of the ruby eyes of the legendary giant golem Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.
51 alchemist bloodstone Type: alchemist-gem / red ; tier 5
0.00 Encumbrance.
Life regen 10% of max lifeGems can be sold for money or used in arcane rituals.
15 bloodstone Type: gem / red ; tier 5
0.00 Encumbrance.
Stun/Freeze immunity: +60%
When used to imbue an object:
Stun/Freeze immunity: +60%
Latent Damage Type: FireGems can be sold for money or used in arcane rituals.
13 fire opal Type: gem / red ; tier 5
0.00 Encumbrance.
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: FireGems can be sold for money or used in arcane rituals.
5 garnet Type: gem / red ; tier 3
0.00 Encumbrance.
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: FireGems can be sold for money or used in arcane rituals.
5 ruby Type: gem / red ; tier 4
0.00 Encumbrance.
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: FireGems can be sold for money or used in arcane rituals.
Rod of Recall (1/1) Activation costs 202 power out of 400/400.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: charm / rodIt can be used to recall the user to the worldmap after 40 turns
You have heard of such items before. They are very useful to adventurers, allowing faster travel.
Transmogrification Chest Activation costs 0 power out of 1000/1000. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: chest / sher'tulWhen carried:
It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.
dwarven steel back support Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Fatigue: -12%
Maximum encumbrance: +30Tinkers can be attached to normal items to improve them with steam power!
dwarven steel back support Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Fatigue: -12%
Maximum encumbrance: +30Tinkers can be attached to normal items to improve them with steam power!
dwarven steel back support Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Fatigue: -12%
Maximum encumbrance: +30Tinkers can be attached to normal items to improve them with steam power!
dwarven steel grounding strap Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Changes resistances: +18% lightning
Stun/Freeze immunity: +30%Tinkers can be attached to normal items to improve them with steam power!
dwarven steel kinetic stabiliser Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Physical save: +9 (+4 eff.)
Pinning immunity: +15%
Knockback immunity: +15%
Teleport immunity: +100%Tinkers can be attached to normal items to improve them with steam power!
dwarven steel power distributor Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Stamina each turn: +0.30
Mana each turn: +0.30
Psi each turn: +0.30Tinkers can be attached to normal items to improve them with steam power!
dwarven steel spike attachment Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Armour: +12
Fatigue: +1%
Damage when hit (Melee): 30 physicalTinkers can be attached to normal items to improve them with steam power!
dwarven steel spike attachment Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Armour: +12
Fatigue: +1%
Damage when hit (Melee): 30 physicalTinkers can be attached to normal items to improve them with steam power!
dwarven steel spike attachment Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Armour: +12
Fatigue: +1%
Damage when hit (Melee): 30 physicalTinkers can be attached to normal items to improve them with steam power!
mastercraft mana coil Type: tinker / steamtech ; tier 4
Powered by steamtech
0.00 Encumbrance.
Mana each turn: +4.00
Mana regeneration, on spell hit 25%% chances to cast lightning.Tinkers can be attached to normal items to improve them with steam power!
powerful air recycler Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Silence immunity: +30%
Returns 3 air each turn.Tinkers can be attached to normal items to improve them with steam power!
steel armour reinforcement Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Armour: +2
Armour Hardiness: +20%
Fatigue: +4%Tinkers can be attached to normal items to improve them with steam power!
steel armour reinforcement Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Armour: +2
Armour Hardiness: +20%
Fatigue: +4%Tinkers can be attached to normal items to improve them with steam power!
steel armour reinforcement Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Armour: +2
Armour Hardiness: +20%
Fatigue: +4%Tinkers can be attached to normal items to improve them with steam power!
steel armour reinforcement Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Armour: +2
Armour Hardiness: +20%
Fatigue: +4%Tinkers can be attached to normal items to improve them with steam power!
steel mental stimulator Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Changes stats: +4 Cun
Mental save: +6 (+1 eff.)Tinkers can be attached to normal items to improve them with steam power!
steel razor edge Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Armour Penetration: +8
Crit. chance: +8.0%Tinkers can be attached to normal items to improve them with steam power!
steel spike attachment Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Armour: +8
Fatigue: +1%
Damage when hit (Melee): 20 physicalTinkers can be attached to normal items to improve them with steam power!
stralite crystal plating Type: tinker / steamtech ; tier 4
Powered by steamtech
0.00 Encumbrance.
Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 ConTinkers can be attached to normal items to improve them with steam power!
stralite grounding strap Type: tinker / steamtech ; tier 4
Powered by steamtech
0.00 Encumbrance.
Changes resistances: +24% lightning
Stun/Freeze immunity: +40%Tinkers can be attached to normal items to improve them with steam power!
stralite voltaic sentry Type: tinker / steamtech ; tier 4
Powered by steamtech
0.00 Encumbrance.
Talent granted: +4 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power!
stralite white light emitter Type: tinker / steamtech ; tier 4
Powered by steamtech
0.00 Encumbrance.
Changes damage: +16% light
Light radius: +4
See stealth: +8Tinkers can be attached to normal items to improve them with steam power!
well-made alchemist's helper Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Changes damage: +15% acid / +15% fire / +15% nature / +15% blightTinkers can be attached to normal items to improve them with steam power!
well-made flash powder Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Talent granted: +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power!
4 amethyst Type: gem / violet ; tier 2
0.00 Encumbrance.
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: ArcaneGems can be sold for money or used in arcane rituals.
elm wand of lightning storm [power 110] (15 cooldown) Type: charm / wand ; tier 1 Activation puts all charms on cooldown for 15 turns.
Powered by arcane forces
2.00 Encumbrance.
Pearl of Life and Death
Infused by nature
2.00 Encumbrance.[Unique]
Type: gem / whiteWhen carried:
Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck
Changes resistances: +7% all
Changes damage: +7% all
Stun/Freeze immunity: +100%
Light radius: +1A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.
11 diamond Type: gem / white ; tier 5
0.00 Encumbrance.
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: ColdGems can be sold for money or used in arcane rituals.
9 moonstone Type: gem / white ; tier 5
0.00 Encumbrance.
Defense: +10 (+2 eff.)
Physical save: +10 (+4 eff.)
Spell save: +10 (+3 eff.)
Mental save: +10 (+2 eff.)
When used to imbue an object:
Defense: +10 (+2 eff.)
Physical save: +10 (+4 eff.)
Spell save: +10 (+3 eff.)
Mental save: +10 (+2 eff.)
Latent Damage Type: ColdGems can be sold for money or used in arcane rituals.
10 pearl Type: gem / white ; tier 5
0.00 Encumbrance.
Armour: +5
Changes resistances: +5% all
When used to imbue an object:
Armour: +5
Changes resistances: +5% all
Latent Damage Type: ColdGems can be sold for money or used in arcane rituals.
10 quartz Type: gem / white ; tier 3
0.00 Encumbrance.
Stun/Freeze immunity: +30%
When used to imbue an object:
Stun/Freeze immunity: +30%
Latent Damage Type: ColdGems can be sold for money or used in arcane rituals.
8 amber Type: gem / yellow ; tier 4
0.00 Encumbrance.
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: LightGems can be sold for money or used in arcane rituals.
6 ametrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
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: LightGems can be sold for money or used in arcane rituals.
8 citrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
Light radius: +4
Infravision radius: +4
When used to imbue an object:
Light radius: +4
Infravision radius: +4
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
6 zircon Type: gem / yellow ; tier 1
0.00 Encumbrance.
Armour: +1
Changes resistances: +1% all
When used to imbue an object:
Armour: +1
Changes resistances: +1% all
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.