healing infusion of the sneak (heal 213; cd 13) 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: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect.
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.
heroism infusion (die at -310; dur 8; cd 29) Type: scroll / infusion
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to endure even the most grievous of wounds for 8 turns.
While Heroism is active, you will only die when reaching -310 life.
The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 620 life, 16 duration)
If your life is below 0 when this effect wears off it will be set to 1.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
movement infusion of the warrior (speed 601%; cd 12) Type: scroll / infusion
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to increase movement speed by 601% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
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.
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.
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: 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.
3 schematic: Pain Suppressor 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: 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.
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.
3 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.
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: 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.
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.
wanderer's gold amulet of magic (+3) Type: jewelry / amulet ; tier 3
Powered by arcane forces
Crafted by a master
0.10 Encumbrance.
Fatigue: -5%
Changes stats: +3 Dex / +4 Mag / +6 Cun / +5 Con
Life regen: +3.00
Stamina each turn: +0.80
Movement speed: +10%Amulets make your neck look great!
Elemental Fury
Powered by arcane forces
0.10 Encumbrance.[Unique]
Type: jewelry / ring ; tier 3When 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.
savior's copper ring of fire (+20%) Type: jewelry / ring ; tier 1
Infused by nature
Crafted by a master
0.10 Encumbrance.
Changes resistances: +20% fire
Changes damage: +10% fire
Physical save: +7 (+3 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+3 eff.)Rings make your fingers look great!
hardened leather sling of acid Powered by Type: weapon / sling ; tier 3 Accuracy bonus:
Requires:
- Dexterity 24
- Talent Shoot
4.00 Encumbrance.
Attack speed: 100%
Firing range: +8
Damage (Ranged): +8 acid
When wielded/worn:
Changes damage: +14% acidSlings are used to hurl stones or metal shots at your foes.
Signal Powered by Mastery:
Requires:
- Dexterity 20
- Talent Shoot
- Talent Steam Pool
4.00 Encumbrance.[Unique]
Type: weapon / steamgun ; tier 2
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Attack speed: 100%
Dam. multiplier: 125%
Firing range: +7
Travel speed: +300%
Damage conversion: 80% fire burn
Attacks use: 2.0 Steam
It can be used to activate talent Flare (costing 20 power out of 20/20) :
Effective talent level: 4.5
Power cost: 20 out of 20/20.
Range: 9
Travel Speed: instantaneous
Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 32 defence and stealth power and cannot benefit from concealment.
The status chance increases with your Accuracy, and the defense reduction with your Dexterity.An odd, stubby gun with a large, red barrel.
pair of rough leather boots of rushing (0 def, 1 armour) Type: armor / feet ; tier 1
Crafted by a master
2.00 Encumbrance.
Armour: +1
Changes stats: +3 Str / +3 Con
It can be used to activate talent Rush, placing all other charms into a 25 cooldown :
Effective talent level: 3.5
Power cost: 25 out of 25/25.
Range: 8
Travel Speed: instantaneous
Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.A pair of boots made of leather.
The Face of Fear (8 def, 0 armour) Possible fears are:
Powered by unknown forces
2.00 Encumbrance.[Unique]
Type: armor / head ; tier 3When wielded/worn:
Defense: +8 (+3 eff.)
Changes stats: +6 Cun / +8 Wil
Talent mastery: +0.20 Cursed / Fears
Fear immunity: +60%
Mindpower: +16 (+8 eff.)
It can be used to activate talent Instill Fear (costing 18 power out of 45/45) :
Effective talent level: 3.5
Power cost: 18 out of 45/45.
Range: 8
Travel Speed: instantaneous
Is: a mind power
Description: Instill fear in your foes within 2 radius of a target location dealing 14.71 mind and 14.71 darkness damage and causing one of 4 possible fears that last for 8 turns.
The targets can save vs your Mindpower to resist the effect.
Fear effects improve with your Mindpower.
Despair: Reduces mind resist, mindsave, armour and defence by 15.
Terrified: Deals 3.27 mind and 3.27 darkness damage per turn and increases cooldowns by 25%.
Haunted: Causes the target to suffer 5.69 mind and 5.69 darkness damage for each detrimental mental effect every turn.This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you.
thaloren hardened leather hat of the depths (0 def, 3 armour) Type: armor / head ; tier 3
Infused by nature
Crafted by a master
2.00 Encumbrance.
Armour: +3
Fatigue: +3%
Changes stats: +2 Wil
Changes resistances: +5% blight / +11% cold
Allows you to breathe in: water
Mental save: +6 (+3 eff.)A hat made of leather. Very stylish.
stralite mail armour 'Arosus' (4 def, 8 armour) Powered by Type: armor / heavy ; tier 4
Requires:
- Heavy armour training
- Strength 38
14.00 Encumbrance.
Armour: +8
Defense: +4 (+1 eff.)
Fatigue: +12%
Damage (Melee): 16 acid / 12 fire
Damage when hit (Melee): 13 acid / 12 fire / 4 arcane
Changes resistances: +17% acid / +21% fire / +5% arcane
Changes resistances penetration: +10% arcane / +25% mind
Changes damage: +24% arcaneA suit of armour made of mail.
Titanic (20 def, 18 armour, 159% power, 320 block) Crafted by
Requires:
- Shield usage training
- Cunning 37
7.00 Encumbrance.[Unique]
Type: armor / shield ; tier 3When used to attack (with talents):
Power: 160% Range: 1.2x
Uses stat: 100% Cun
Damage type: Physical
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +4.5%
Block value: +320
When wielded/worn:
Armour: +18
Armour Hardiness: +20%
Defense: +20 (+7 eff.)
Ranged Defense: +10 (+3 eff.)
Fatigue: +30%
Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid.
2 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.
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.
lapis lazuli Type: gem / blue ; tier 3
0.00 Encumbrance.
Defense: +6 (+2 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+3 eff.)
When used to imbue an object:
Defense: +6 (+2 eff.)
Physical save: +6 (+3 eff.)
Spell save: +6 (+2 eff.)
Mental save: +6 (+3 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
3 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.
7 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 (+2 eff.)
When used to imbue an object:
Defense: +4 (+1 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+1 eff.)
Mental save: +4 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
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.
3 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.
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.
Prox's Lucky Halfling Foot
Infused by nature
2.00 Encumbrance.[Unique]
Type: tool / misc ; tier 1When wielded/worn:
Defense: +5 (+2 eff.)
Changes stats: +5 Lck
Trap disarming bonus: +5
Detects traps.
Removes (25% chance) up to three stuns, pins, or dazes each turnA large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.
Prothotipe's Prismatic Eye
Powered by arcane forces
0.00 Encumbrance.[Unique]
Type: gem / multi-hued ; tier 3When 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.
Scrying Orb
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:This orb will automatically identify items you find.
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.
2 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.
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.
great pain suppressor salve [power 422] Type: misc / salve ; tier 4 Activation puts Talent Medical Injector on cooldown for 10 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
Activating this item is instant.
It can be used to let you fight up to -422 life and reduces all damage by 24% for 6 turns (takes no time to activate)
powerful healing salve [power 406] Type: misc / salve ; tier 3 Activation puts Talent Medical Injector on cooldown for 15 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
It can be used to heal 406
simple frost salve [power 20] Type: misc / salve ; tier 1 Activation puts Talent Medical Injector on cooldown for 25 turns.
Infused by nature
Powered by steamtech
1.00 Encumbrance.
Activating this item is instant.
It can be used to remove 1 physical effects and grants a frost aura (20% cold, darkness and nature affinity)
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.
Gunutar (18/18, 124% power, 1 apr) Crafted by Type: ammo / shot ; tier 1 Power: 124% Range: 1.2x
Requires:
- Dexterity 11
3.00 Encumbrance.
Uses stats: 70% Dex, 50% Cun
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +1
Crit. chance: +4.0%
Capacity: 18
Travel speed: +100%
Damage Shield penetration (this weapon only): +20%
When wielded/worn:
Ammo reloads per turn: +4Shots are used with slings to pummel your foes to death.
pouch of dwarven-steel shots of disruption (17/17, 141% power, 3 apr) Infused by Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x
Requires:
- Dexterity 24
3.00 Encumbrance.
Uses stats: 50% Cun, 70% Dex
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +5.0%
Capacity: 17
On weapon hit:
* Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50%
Damage against: +8% UnnaturalShots are used with slings to pummel your foes to death.
slimey pouch of dwarven-steel shots of grasping (16/16, 138% power, 3 apr) Infused by Type: ammo / shot ; tier 3 Power: 138% Range: 1.2x
Requires:
- Dexterity 24
Infused by arcane disrupting forces
3.00 Encumbrance.
Uses stats: 50% Cun, 70% Dex
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +3
Crit. chance: +5.0%
Capacity: 16
On weapon hit:
* 7% chance to slow global speed by 47%
* 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turnsShots are used with slings to pummel your foes to death.
good magnetic shell Type: tinker / steamtech ; tier 2
Powered by steamtech
0.00 Encumbrance.
Talent granted: +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power!
well-made thunderclap coating Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Damage (radius 1) on hit: +60 20% chance of physical repulsion
Strikes can trigger a thunderclap that damages and repel foes.Tinkers can be attached to normal items to improve them with steam power!
well-made voltaic shell Type: tinker / steamtech ; tier 3
Powered by steamtech
0.00 Encumbrance.
Talent granted: +3 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power!
dwarven-steel torque of psionic shield 'Coalstalker' [power 89] (25 cooldown) Type: charm / torque ; tier 3 Activation puts all charms on cooldown for 25 turns.
Infused by psionic forces
2.00 Encumbrance.
Effects on melee hit:
* 20% chance to reduce strength, dexterity, and constitution by 9
Changes resistances penetration: +25% blight / +15% darkness / +5% lightning
Changes damage: +6% lightning / +15% darkness
It can be used to setup a psionic shield, reducing all damage taken by 89 for 5 turns
When used:
* Gain a 26% chance to evade weapon attacks for 2 turns.
Torques are made by powerful psionics to store psionic powers.
7 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.
extending yew wand of shielding [power 296] (20 cooldown) Type: charm / wand ; tier 3 Activation puts all charms on cooldown for 20 turns.
Powered by arcane forces
2.00 Encumbrance.
When used:
* Increase the duration of 2 beneficial effects by 1.
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.
2 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.
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.