










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Rogue | 
| Level / Exp | 22 / 61% | 
| Size | medium | 
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 18 on the 37th Regrowth 123rd year of Ascendancy at 06:000 / 5 Killed by Urkis, the High Tempest at level 18 on the 37th Regrowth 123rd year of Ascendancy at 08:01 Killed by snow giant boulder thrower at level 20 on the 48th Regrowth 123rd year of Ascendancy at 16:42 Killed by Layatha the skeleton archer at level 22 on the 76th Regrowth 123rd year of Ascendancy at 09:47 Killed by Aditira the elder vampire at level 22 on the 76th Regrowth 123rd year of Ascendancy at 13:22 | 
Primary Stats
| Strength | 35 (base 11) | 
| Dexterity | 75 (base 51) | 
| Constitution | 13 (base 10) | 
| Magic | 23 (base 10) | 
| Willpower | 22 (base 10) | 
| Cunning | 61 (base 46) | 
Resources
| Life | 485/485 | 
| Stamina | 141/153 | 
| Steam | 100/100 | 
| Healing Factor | 1.4283363011316 | 
| Regeneration | 7.4987655809408 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 95 | 
| Accuracy | 49 | 
| Crit Chance | 50% | 
| APR | 31 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 48 | 
| Accuracy | 49 | 
| Crit Chance | 47% | 
| APR | 32 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 26 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 39 | 
| Crit Chance | 24% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +9% | 
| Light | +10% | 
| Cold | +13% | 
| Nature | +8% | 
| Physical | +14% | 
| Fire | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +25% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 29 (49.007671158813%) | 
| Defense | 57 | 
| Ranged Defense | 57 | 
| Fatigue | 0 | 
| Physical Save | 25 | 
| Spell Save | 16 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 6%( 70%) | 
| Blight | + 25%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 22%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 12%( 70%) | 
| Light | + 30%( 70%) | 
| Fire | + 38%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Pinning Resistance | 50% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. | 
Class Talents
| Cunning / Stealth | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Duelist | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Throwing knives | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Cunning / Poisons | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Trapping | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Quickdraw | 
| talent | Apply Poison | 
| talent | Crippling Poison | 
| talent | Volatile Poison | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
| beneficial effect | Has 9 throwing knives prepared:9 Knives Range: 6 Net Damage: 108 - 151 Accuracy: 64 (knife) APR: 24 Crit Chance: +44% Crit mult: 197% Uses Stats: 50% Cun, 70% Dex | 
| beneficial effect | Parrying melee and ranged attacks: Has a 38% chance to deflect up to 18 damage from the next 2.7 attack(s).  Parried attacks cannot crit.Parrying | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire.Escort: lost tinker (level 2 of Trollmire) As a reward you gained knowledge of tinker technology. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire.Escort: lost warrior (level 3 of Trollmire) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You failed to protect the repented thief from death by Shardskin.Escort: repented thief (level 4 of Old Forest) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 10 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 8% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (67 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (115 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. | 
| Quiver |  Frozen Shards (25/25, 32-38 power, 15 apr) 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On 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. | 
| Light source |  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Arcsquall (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% cold Res.pen +25% lightning On Hit (Melee): * 20% chance to slow global speed by 52% * 20% chance to reduce armor by 25% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +22% cold +3% blight A pointy cloth hat, very wizardly... | 
| On hands |  Aerata the Bograzor (0 def, 9 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +6% physical On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +9 Resists +12% lightning +15% fire +9% nature 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. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A 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. | 
| On fingers |  copper onyx ring 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +8 Mag +8 Wil +3 Cun +3 Con dps ---------- Spell.pwr +5 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around neck |  steel amulet 'Adyrin' 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Fatigue -5% Phys.save +6 (+3 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +10% Poison- +20% Amulets make your neck look great! | 
| In main hand |  Mercy (35-46 power, 17 apr) 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +23.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. | 
| Around waist |  Magmarage 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% Dmg.mod +9% acid ----- def ----- Resists +12% blight +3% fire +5% arcane A belt that goes around your waist. | 
| In off hand |  Spellblaze Shard (20-26 power, 18 apr) 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Main armor |  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. | 
Inventory
|  medical injector implant (efficiency 115% / cooldown 55%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  Rune of Dissipation ( ) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  schematic: Viral Needlegun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  copper garnet ring 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! | 
|  wizard's copper ring 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+5 eff.) Rings make your fingers look great! | 
|  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.63 cold and 11.73 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  mule's steel ring of luminosity 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Melee+ 18 light Ranged+ 17 light Dmg.mod +11% light ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! | 
|  gold ring 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! | 
|  Gumina the yew magestaff (20-24 power, 4 apr, fire element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ----- def ----- Armour +12 Resists +6% temporal +6% cold ---------- misc Mana/turn +0.38 Max.mana +128.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  acidic dwarven-steel greatsword of massacre (46-74 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed swords. | 
|  arcing dwarven-steel greatsword of shearing (36-58 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage While equipped: dps ---------- Res.pen +7% all Acc +12 (+4 eff.) Apr +9 Massive two-handed swords. | 
|  elemental dwarven-steel greatsword (36-58 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 43 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +14% fire Res.pen +12% fire Massive two-handed swords. | 
|  Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  truestriking iron dagger (10-13 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego+] Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. | 
|  Moon (10-13 power, 0 apr) 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. | 
|  arcing dwarven-steel dagger of massacre (21-27 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 21.0 - 27.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Sharp, short and deadly. | 
|  dwarven-steel dagger of crippling (20-27 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. | 
|  dwarven-steel dagger of shearing (20-27 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego+] Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +16 (+5 eff.) Apr +9 Sharp, short and deadly. | 
|  stralite dagger of corruption (30-38 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego+] Arcane Power 29.5 - 38.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 Sharp, short and deadly. | 
|  horrifying vined mindstar of balance (4-5 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 5 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  chilling dwarven-steel steamsaw of evisceration (18-27 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +14 cold On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  flaming dwarven-steel steamsaw (20-31 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 6 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  penetrating yew longbow 4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +17% physical Longbows are used to shoot arrows at your foes. | 
|  Eldoral Last Resort 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. | 
|  mighty hardened leather sling of acid 4.0 T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 acid While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% acid Slings are used to hurl stones or metal shots at your foes. | 
|  plaguebringer's quiver of ash arrows of amnesia (14/19, 19-27 power, 7 apr) 3.0 T2 arrow ammo [Ego++] Arcane/Psionic Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +17 blight On Hit: 20% Epidemic 2 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 15 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. | 
|  psychokinetic quiver of yew arrows (20/20, 30-41 power, 10 apr) 3.0 T3 arrow ammo [Ego+] Psionic Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Arrows are used with bows to pierce your foes to death. | 
|  storming pouch of steel shots of crippling (7/17, 20-25 power, 2 apr) 3.0 T2 shot ammo [Ego+] Nature/Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Ranged+ +14 lightning On Crit.r2 +5 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. | 
|  barbed pouch of dwarven-steel shots of grasping (8/22, 36-44 power, 3 apr) 3.0 T3 shot ammo [Ego++] Nature/Master Power 36.5 - 43.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 158 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. | 
|  crackling dwarven-steel shield of patience (0 def, 6 armour, 74 block) 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 12 lightning ----- def ----- Armour +6 Fatigue +8% Resists +10% lightning +11% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (283) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. | 
|  exposing dwarven-steel shield of lightning resistance (+19%) (0 def, 6 armour, 84.5 block) 7.0 T3 shield armor Reqs Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 25 On Melee Ret: * 19% chance to reduce all saves and defense by 25 ----- def ----- Armour +6 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.43 to 139.28 lightning damage (92.85 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
|  cured leather armour of the wind (11 def, 4 armour) 9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Apr +6 ----- def ----- Armour +4 Defense +11 (+3 eff.) Fatigue +7% ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 62 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
|  rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour) 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% lightning HP.reg +3.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. | 
|  rejuvenating hardened leather armour of stability (9 def, 6 armour) 9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% physical Phys.save +15 (+8 eff.) HP.reg +2.50 ---------- misc Stam/turn +1.10 A suit of armour made of leather. | 
|  enlightening drakeskin leather armour of Toknor (20 def, 8 armour) 9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Mind.save +10 (+5 eff.) A suit of armour made of leather. | 
|  dwarven-steel mail armour of lightning resistance (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. | 
|  dwarven-steel mail armour of lightning resistance (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. | 
|  impenetrable dwarven-steel mail armour (3 def, 17 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  radiant dwarven-steel mail armour of the deep (3 def, 11 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +9% cold +14% darkness +7% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. | 
|  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd 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. | 
|  wanderer's pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +12 (+6 eff.) Mind.save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of dwarven-steel boots 'Aerobeth' (0 def, 7 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +7 Fatigue +3% Resists +6% nature Spell.save +3 (+3 eff.) Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Ce'Numa the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +4% acid On Hit (Melee): * 20% chance to reduce armor by 25% * 20 arcane resource burn * 20% chance to reduce all saves and defense by 25 * 20% chance to slow global speed by 52% ----- def ----- Armour +2 Resists +5% acid +3% darkness +6% lightning 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. | 
|  temporal hardened leather gloves of magic (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 temporal Ranged+ 8 temporal Dmg.mod +7% arcane +6% temporal ----- def ----- Armour +2 Resists +5% temporal 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. | 
|  radiant dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +6% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light 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. | 
|  eldritch cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.30 Max.mana +67.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
|  7 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  71 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  nightwalker's alchemist's lamp 1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +15.00% Phys.pwr +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
| potent frost salve [power 16]potent frost salve [power 16] 1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 81% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| potent healing salve [power 206]potent healing salve [power 206] 1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 120% efficiency and 81% cooldown modifier. Heal 206 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. 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. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  powerful elm totem of healing [power 110]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown 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. | 
Achievements
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By Ioca the Skeleton Rogue level 20
49th Regrowth 123rd year of Ascendancy at 06:56 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Ioca the Skeleton Rogue level 17
69th Dusk 122nd year of Ascendancy at 01:25 see stats
 Earth Master
			Killed Harkor'Zun.
			Earth Master
			Killed Harkor'Zun.By Ioca the Skeleton Rogue level 18
45th Regrowth 123rd year of Ascendancy at 18:10 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Ioca the Skeleton Rogue level 16
25th Dusk 122nd year of Ascendancy at 20:09 see stats
 Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Ioca the Skeleton Rogue level 18
38th Regrowth 123rd year of Ascendancy at 22:14 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ioca the Skeleton Rogue level 22
68th Regrowth 123rd year of Ascendancy at 23:40 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Ioca the Skeleton Rogue level 10
10th Mirth 122nd year of Ascendancy at 04:01 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Ioca the Skeleton Rogue level 20
48th Regrowth 123rd year of Ascendancy at 07:07 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Ioca the Skeleton Rogue level 10
10th Mirth 122nd year of Ascendancy at 04:13 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Ioca the Skeleton Rogue level 17
36th Regrowth 123rd year of Ascendancy at 03:34 see stats
Log
Ioca's Quickdraw Knife performs a melee critical strike against Silerebeth the skeleton warrior!
Ioca's Quickdraw Knife hits Silerebeth the skeleton warrior for 283 physical, 8 physical, 22 light (312 total damage).
Talent Virulent Disease is ready to use.
Ioca's Quickdraw Knife killed Silerebeth the skeleton warrior!
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You pickup 0.75 gold pieces.
Ioca picks up (z.): plaguebringer's quiver of ash arrows of amnesia (14/19, 19-27 power, 7 apr).
Ioca picks up (G.): The Untouchable (14 def, 12 armour).
Ioca picks up (x.): penetrating yew longbow.
Lore found: The Untouchable
You can read all your collected lore in the game menu, by pressing Escape.
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Resting starts...
Ioca is no longer focused on penetrating defenses.
Talent Dual Strike is ready to use.
Ioca deactivates Blade Flurry.
Talent Expose Weakness is ready to use.
Talent Flurry is ready to use.
Talent Dirty Fighting is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
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New shimmer option unlocked: The Untouchable
Ioca wears (replacing cured leather armour of the wind (11 def, 4 armour)): The Untouchable (14 def, 12 armour).
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Ioca wears (replacing mule's steel ring of luminosity): copper onyx ring.































































