









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 
 
 
 
 
 
 
 
 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield.  As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! 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: 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:
 Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game  | 
| Campaign | Orcs | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 50 / 949% | 
| Size | medium | 
| Lifes / Deaths | Killed by Sher'Tul High Priest at level 50 on the 17th Destruction 124th year of Ascendancy at 08:42  / 1 | 
Primary Stats
| Strength | 111 (base 49) | 
| Dexterity | 152 (base 60) | 
| Constitution | 60 (base 50) | 
| Magic | 25 (base 10) | 
| Willpower | 58 (base 10) | 
| Cunning | 107 (base 50) | 
Resources
| Life | -32/1387 | 
| Stamina | 6/367 | 
| Steam | 0/100 | 
| Healing Factor | 1.4600507772247 | 
| Regeneration | 19.195782146068 | 
Speed
| Mental | -4.4408920985006E-14% | 
| Attack | 0% | 
| Movement | +2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 11 | 
| Infravision | 19 | 
| See Stealth | 89.651204064498 | 
| See Invisible | 99.651204064501 | 
| ESP Range | 20 | 
| ESP Kinds | humanoid, animal/canine, giant | 
Offense: Mainhand
| Damage | 275 | 
| Accuracy | 86 | 
| Crit Chance | 102% | 
| APR | 54 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 56 | 
| Crit Chance | 33% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 77 | 
| Crit Chance | 57% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +110% | 
| Light | +36% | 
| Physical | +42% | 
| Cold | +33% | 
| All | +18% | 
Offense: Damage Penetration
| Lightning | +15% | 
| Darkness | +51% | 
| Blight | +20% | 
| Physical | +29% | 
| Mind | +15% | 
| Acid | +25% | 
Defense: Base
| Armour (hardiness) | 24 (53.292302510663%) | 
| Defense | 73 | 
| Ranged Defense | 73 | 
| Fatigue | 0 | 
| Physical Save | 58 | 
| Spell Save | 60 | 
| Mental Save | 55 | 
Defense: Resistances
| Darkness | + 70%( 70%) | 
| Lightning | + 67%( 70%) | 
| Light | + 43%( 70%) | 
| Temporal | + 54%( 70%) | 
| Blight | + 52%( 70%) | 
| Acid | + 55%( 70%) | 
| Mind | + 56%( 70%) | 
| All | + 41%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Disarm Resistance | 50% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse 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 215% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat.  | 
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse 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 197% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 695 damage for 4 turns. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 653 damage for 4 turns. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Sniper | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Archery training | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery prowess | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 4/5 | 
  | 2/5 | 
| Technique / Combat veteran | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Reflexes | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
| Technique / Marksmanship | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 3/5 | 
  | 4/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Mobility | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Undead / Skeleton | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise.  | done | 
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united.  | done | 
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride.  | active | 
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed.  | done | 
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong...  | done | 
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe.  | done | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened.  | done | 
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again!  | active | 
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west.  | done | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid.  | active | 
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however.  | active | 
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel.  | done | 
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland.  | done | 
Equipment
| On feet |  Shoes of Moving Quickly (10 def, 12 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Physical save: +15 (+4 eff.) Pinning immunity: +125% Knockback immunity: -75% Teleport immunity: +100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so.  | 
| Quiver |  barbed quiver of dragonbone arrows of wind (21/23, 72-101 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 72.0 - 100.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +20.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 233 physical damage On weapon crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death.  | 
| Light source |  Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +40% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Infravision radius: +10 See invisible: +10 Absorbs all darkness (power 128, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 674.10 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely.  | 
| On head |  Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers.  | 
| Tool |  voratun pickaxe 'Icehacker' (dig speed 18 turns) =digger=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Str / +10 Wil Changes resistances: +24% acid Changes resistances penetration: +25% acid Changes damage: +9% cold Mental crit. chance: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John"  | 
| On fingers |  solipsist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +8.00 Maximum life: +48.00 Mindpower: +5 (+1 eff.) Healing mod.: +13% Rings make your fingers look great!  | 
| Around waist |  Shadewisp of the Blightspawn Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects when hit in melee: * 39% chance to reduce strength, dexterity, and constitution by 27 * 35% chance to reduce damage dealt by 33% Changes stats: +7 Str / +12 Dex / +7 Wil / +13 Cun Changes resistances: +13% lightning / +21% temporal / +3% light / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +3% light Physical save: +19 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +17 (+5 eff.) Mental crit. chance: +13% A belt that goes around your waist.  | 
| In main hand |  dragonbone longbow 'Ravenwill' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Attack speed: 100% Firing range: +10 On weapon hit: * 22% chance to reduce damage dealt by 33% * splashes acid on your target dealing 86 damage and reducing their armor Damage (Ranged): +16 darkness Damage (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +6.0% Physical power: +33 (+7 eff.) Ammo reloads per turn: +4 Changes stats: +11 Dex Longbows are used to shoot arrows at your foes.  | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor 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!  | 
| Main armor |  fearwoven silk robe of darkness (+33%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +33% darkness / +13% all Changes resistances penetration: +8% darkness / +14% physical Changes damage: +31% darkness / +14% physical Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Layikira the Iceshaper (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Defense: +3 (+0 eff.) Changes stats: +5 Mag / +10 Wil / +3 Cun Changes resistances: +21% darkness / +30% lightning Changes resistances penetration: +18% darkness / +15% mind Changes damage: +21% darkness / +6% cold Critical mult.: +21.00% Stealth bonus: +28 Stun/Freeze immunity: +50% Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Maladekan the RavenoozerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 33% Damage when hit (Melee): 8 blight Changes resistances: +18% blight / +9% darkness Changes resistances penetration: +20% blight / +15% lightning Physical save: +22 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +22 (+6 eff.) Amulets make your neck look great!  | 
Inventory
 medical injector implant of the warrior (efficiency 238% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 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 238% efficiency and cooldown mod of 67%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the duelist (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.0 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 biting gale rune of the duelist (damage 547; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 547.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. 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.  | 
 blink rune of the psychic (range 7; phase 21; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. 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.  | 
 blink rune of the wizard (range 6; phase 17; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. 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.  | 
 ethereal rune of the sneak (power 34; resist 39%; move 58%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 39% all resistance, you move 58% faster, and you are invisible (power 34). Its effects scale with your Cunning stat. 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.  | 
 stormshield rune (threshold 67; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 67 up to 4 times. 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: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Girewe the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 27 Damage when hit (Melee): 11 temporal Changes resistances: +9% acid Changes resistances penetration: +28% blight Changes damage: +34% blight Talent masteries: +0.39 Steamtech / Chemistry +0.39 Cunning / Trapping Spell save: +12 (+3 eff.) Life regen: +4.53 Only die when reaching: -90.51 life Amulets make your neck look great!  | 
 Gunendil the DazzlecastCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +6 Dex Changes damage: +6% light Talent mastery: +0.18 Technique / Combat training Physical save: +18 (+5 eff.) Amulets make your neck look great!  | 
 SleetorderInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +16 Changes stats: +4 Wil Changes resistances: +5% physical Changes damage: +15% cold Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Confusion immunity: +19% Mindpower: +11 (+3 eff.) Infravision radius: +3 Amulets make your neck look great!  | 
 voratun amulet 'Issyran'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 42 Changes resistances: +8% physical / +30% temporal Changes resistances penetration: +30% temporal Mental save: +21 (+6 eff.) Disarm immunity: +26% Pinning immunity: +48% Stun/Freeze immunity: +26% Knockback immunity: +50% Life regen: +5.23 Only die when reaching: -104.61 life Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets make your neck look great!  | 
 wanderer's gold amulet of cunning (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +10 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great!  | 
 Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
 ErelyharadorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +9% lightning / +12% mind / +6% nature Silence immunity: +10% Only die when reaching: -60.00 life Maximum life: +100.00 Mindpower: +8 (+2 eff.) Rings make your fingers look great!  | 
 GlintvileInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +3% physical / +36% fire / +15% mind / +18% darkness Changes damage: +18% fire Critical mult.: +15.00% Mental save: +20 (+6 eff.) Light radius: +2 Rings make your fingers look great!  | 
 SunnighPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Str / +10 Mag / +1 Wil / +3 Con Changes resistances: +12% light Changes resistances penetration: +20% light Spell save: +20 (+5 eff.) Blindness immunity: +50% Stun/Freeze immunity: +46% Life regen: +9.00 Infravision radius: +9 See stealth: +23 See invisible: +19 Rings make your fingers look great!  | 
 Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.80 cold and 22.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 44 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
 sneakthief's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes stats: +6 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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!  | 
 This item will automatically be transmogrified when you leave the level.elemental voratun battleaxe of massacre (70-104 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 95 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +42% acid Changes damage: +41% acid Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.hateful dwarven-steel greatsword of torment (34-54 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 darkness Damage against: +20% Living Massive two-handed swords.  | 
 This item will automatically be transmogrified when you leave the level.voratun greatsword 'Smearquell' (62-98 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 mind Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +16 nature When wielded/worn: Armour penetration: +19 Physical crit. chance: +20.0% Changes stats: +5 Mag / +4 Wil Changes resistances: +18% temporal Changes resistances penetration: +33% arcane Critical mult.: +75.46% Mana each turn: +0.32 Massive two-handed swords.  | 
 Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+7 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+8 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 65 to 130 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you.  | 
 dragonbone longbow 'Greenoath'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +16 nature When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +14 Dex / +6 Mag / +4 Wil / +4 Cun Changes resistances penetration: +20% nature / +27% physical Light radius: +3 Longbows are used to shoot arrows at your foes.  | 
 mighty dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +14.0% Physical power: +23 (+5 eff.) Changes stats: +8 Str Longbows are used to shoot arrows at your foes.  | 
 penetrating dragonbone longbow of lightningRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +26 lightning When wielded/worn: Changes resistances penetration: +29% physical Changes damage: +33% lightning Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.voratun mace 'Huruledur' (46-65 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +4.0% Defense: +13 (+3 eff.) Damage when hit (Melee): 6 mind / 12 physical Changes stats: +8 Con Changes resistances: +12% lightning / +15% nature / +12% acid Changes damage: +24% blight Physical save: +12 (+3 eff.) Disarm immunity: +70% Maximum stamina: +39.69 Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.Razorlock (25-38 power, 24 apr) Requires: - Strength 40 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 25.0 - 37.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 Multiple attacks: +2 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +11 (+2 eff.) Fatigue: +13% Talent granted: +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though.  | 
 This item will automatically be transmogrified when you leave the level.voratun steamsaw 'Tempestrip' (40-61 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 Damage (Melee): +24 arcane Damage (radius 2) on crit: +16 cold Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage (Melee): 10 acid Damage when hit (Melee): 21 acid Changes stats: +4 Wil / +4 Mag Changes damage: +21% lightning / +21% cold Talent granted: +3 Block Spell crit. chance: +11% 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!  | 
 Bukor the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 (+6 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Cun Changes resistances: +15% temporal / +15% cold / +22% fire Physical save: +15 (+4 eff.) A belt that goes around your waist.  | 
 Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 5.5 Power cost: 22 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 42% chance to evade melee and ranged attacks and 81 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Gusema the SwamppiercerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to slow global speed by 71% * 10% chance to reduce all saves and defense by 42 Damage when hit (Melee): 8 mind / 11 nature Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun Changes resistances: +6% arcane / +17% mind Changes resistances penetration: +25% arcane Changes damage: +9% arcane / +6% mind Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+6 eff.) A belt that goes around your waist.  | 
 monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +4 Con Physical save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist.  | 
 Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 4.5 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 90 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
 Goredan the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +12% fire / +13% darkness / +12% light Changes resistances penetration: +10% darkness Changes damage: +16% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +11 Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Liquid Metal Cloak (20 def, 10 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Changes resistances: +15% physical Talent mastery: +0.20 Steamtech / Avoidance Physical save: +40 (+10 eff.) It can be used to activate talent Cloaking Device (costing 44 power out of 60/60) : Effective talent level: 2.5 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 105 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master.  | 
 Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 37 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow.  | 
 Xoyara the Shinebender (18 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances: +9% cold / +9% light / +21% nature Changes damage: +15% light Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Confusion immunity: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 battlemaster's elven-silk cloak of protection (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +6 Dex / +5 Con Talent mastery: +0.40 Technique / Combat training Spell save: +23 (+6 eff.) Mental save: +14 (+4 eff.) Stamina each turn: +1.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere cloak 'Getahell' (12 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Damage when hit (Melee): 8 temporal Changes resistances: +18% blight / +12% mind Changes damage: +12% mind Physical save: +18 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +19 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere cloak 'Gewen' (2 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Changes resistances: +18% blight Physical save: +11 (+3 eff.) Mental save: +8 (+2 eff.) Stun/Freeze immunity: +20% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 This item will automatically be transmogrified when you leave the level.elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Mag / +4 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 restorative cashmere cloak of backstabbing (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +2 (+0 eff.) Changes resistances: +14% nature / +16% blight Critical mult.: +18.00% Stealth bonus: +10 Life regen: +5.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Ivunor the silk robe (30 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +30 (+6 eff.) Defense: +30 (+7 eff.) Changes stats: +6 Con Changes resistances: +39% darkness / +13% all Changes damage: +26% darkness Stamina each turn: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates.  | 
 Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+7 eff.) It can be used to activate talent Temporal Reprieve (costing 37 power out of 50/50) : Effective talent level: 2.5 Power cost: 37 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.  | 
 Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 11 power out of 20/20) : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh.  | 
 ancient elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +15% all Changes resistances penetration: +12% temporal / +11% physical Changes damage: +30% temporal / +20% physical / +17% all Spellpower: +18 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 dreamer's elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% darkness / +12% mind / +15% all Physical save: +13 (+3 eff.) Spell save: +17 (+5 eff.) Mental save: +21 (+6 eff.) Mana each turn: +0.15 Maximum mana: +71.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +7% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 stargazer's elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% all Changes damage: +23% light / +26% darkness Spellpower: +9 (+3 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 sunsealed elven-silk robe of Angolwen (5 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +9 Mag / +4 Wil Changes resistances: +9% darkness / +14% light / +15% all Changes damage: +20% light Silence immunity: +27% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +42.00 Spellpower: +11 (+4 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Dazzlewaker the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +21% light / +12% darkness Changes resistances penetration: +20% fire / +15% darkness / +15% light Changes damage: +9% light Spellpower: +12 (+4 eff.) Light radius: +3 A pair of boots made of leather.  | 
 Freezebliss (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +5 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 cold Changes stats: +4 Cun / +5 Con Changes resistances penetration: +15% temporal Reduces incoming crit damage: 10.00% Physical save: +19 (+5 eff.) Mental save: +25 (+7 eff.) Stamina each turn: +0.80 Maximum stamina: +36.00 Spellpower: +13 (+4 eff.) Mindpower: +9 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Saleldawen the pair of drakeskin leather boots (40 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +22 Physical crit. chance: +10.0% Physical power: +6 (+1 eff.) Armour: +13 Defense: +40 (+9 eff.) Changes stats: +6 Dex / +4 Wil Changes resistances: +7% physical Stamina each turn: +3.97 Hate when firing a critical mind attack: +4.00 Mindpower: +30 (+6 eff.) A pair of boots made of leather.  | 
 Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+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!  | 
 miner's pair of voratun boots of void walking (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Fatigue: +4% Changes resistances: +22% darkness / +30% temporal Changes resistances penetration: +17% darkness / +20% temporal Infravision radius: +2 Defense after a teleport: +25 Resist all after a teleport: +15% New effects duration reduction after a teleport: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of drakeskin leather boots of void walking (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +27% darkness / +25% temporal Changes resistances penetration: +16% darkness / +18% temporal Defense after a teleport: +25 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A pair of boots made of leather.  | 
 pair of dwarven-steel boots 'Kychak' (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +15 (+3 eff.) Fatigue: +3% Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +2.00 Mindpower: +20 (+4 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% darkness / +14% temporal Changes resistances penetration: +14% darkness / +12% temporal Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +14% A pair of boots made of leather.  | 
 restorative pair of drakeskin leather boots of rushing (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Str / +3 Con Life regen: +9.00 Healing mod.: +15% It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 9 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.  | 
 Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 brawler's drakeskin leather gloves of archery (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +3 Changes stats: +4 Str / +9 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 5.9 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 brawler's voratun gauntlets of the starseeker (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +5 Dex / +3 Mag / +7 Cun Changes resistances: +7% light / +5% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 205.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 This item will automatically be transmogrified when you leave the level.stone warden's hardened leather gloves (0 def, 16 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +16 Armour Hardiness: +11% Changes stats: +10 Con Changes resistances: +9% physical 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.  | 
 Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear.  | 
 Emelevena the dwarven-steel helm (6 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +4 Cun / +6 Dex Changes resistances: +5% all Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Physical save: +11 (+3 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Lightningpierce (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +9 Wil / +2 Con Changes resistances: +6% lightning / +10% physical Changes damage: +21% lightning Physical save: +8 (+2 eff.) See invisible: +6 A hat made of leather. Very stylish.  | 
 Spiderbreaker the hardened leather hat (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 71% Changes stats: +2 Wil / +7 Cun / +10 Lck Changes resistances: +15% mind Critical mult.: +5.00% Spell crit. chance: +5% Mental crit. chance: +6% A hat made of leather. Very stylish.  | 
 Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power!  | 
 The Cage (0 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Global speed: -25% You are immune to mental status effects. Nothing will ever reach you again.  | 
 defender's drakeskin leather hat of trickery (6 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +12 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +4% all Physical save: +6 (+2 eff.) A hat made of leather. Very stylish.  | 
 defender's dwarven-steel helm of precognition (11 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +10 Defense: +11 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +5% all Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 elven-silk wizard hat 'Isserath' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +27 Wil / +16 Cun / +2 Con Changes resistances: +12% blight / +5% arcane Critical mult.: +10.00% Physical save: +12 (+3 eff.) Equilibrium when hit: +0.04 Mindpower: +11 (+3 eff.) A pointy cloth hat, very wizardly...  | 
 This item will automatically be transmogrified when you leave the level.Eilinorita the voratun mail armour (5 def, 18 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +15 (+3 eff.) Armour: +18 Defense: +5 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 6 temporal Changes stats: +1 Str / +9 Wil / +8 Cun / +3 Con Changes resistances: +30% fire Physical save: +14 (+4 eff.) Mental save: +24 (+7 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum stamina: +20.00 A suit of armour made of mail.  | 
 This item will automatically be transmogrified when you leave the level.hardened voratun mail armour of Eyal (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +13% physical / +13% cold / +13% lightning / +13% fire Life regen: +8.00 Maximum life: +77.00 Healing mod.: +15% A suit of armour made of mail.  | 
 Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 32, based on Cunning and Magic) for 10 turns Activation costs 37 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch.  | 
 This item will automatically be transmogrified when you leave the level.Nightwyrd the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 26% chance to reduce damage dealt by 33% Changes stats: +16 Str Changes resistances: +23% lightning / +15% nature Changes resistances penetration: +30% cold Changes damage: +9% darkness Light radius: +3 See invisible: +27 A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Critical mult.: +18.00% A suit of armour made of leather.  | 
 Quiver of Domination (20/20, 24-34 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain.  | 
 Quiver of the Sun (25/25, 34-48 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state.  | 
 Skyoblivion the quiver of elven-wood arrows (19/19, 60-84 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 60.0 - 84.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +22.5% Capacity: 19 On weapon crit: * Wound the target dealing 326 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 lightning / +20 temporal / +20 mind Damage (radius 1) on hit: +16 mind / +20 temporal Damage (radius 2) on crit: +20 temporal Arrows are used with bows to pierce your foes to death.  | 
 Void Quiver (0/0, 45-63 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface.  | 
 chilling quiver of dragonbone arrows of annihilation (21/21, 61-85 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 61.0 - 85.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +30 Crit. chance: +14.0% Capacity: 21 Travel speed: +200% Damage (Ranged): +17 cold Arrows are used with bows to pierce your foes to death.  | 
 161 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port.  | 
 Layibrenn the Dawnstreak (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Str Changes resistances: +8% darkness / +1% physical Damage affinity(heal): +15% darkness Silence immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +20% Light radius: +3 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost?  | 
 Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It 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.  | 
 Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
 alchemist's lamp 'Carrionwilter'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Str / +1 Mag / +5 Wil Changes resistances: +3% blight / +2% physical / +5% arcane / +9% light Changes damage: +7% mind / +6% nature Reduces incoming crit damage: 5.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
amazing fiery salve [power 24] amazing fiery salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve.  | 
amazing frost salve [power 24] amazing frost salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve.  | 
amazing healing salve [power 340] amazing healing salve [power 340]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 340 Activation puts Talent Medical Injector on cooldown for 11 turns. Medical salve.  | 
amazing pain suppressor salve [power 297] amazing pain suppressor salve [power 297]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -297 life and reduces all damage by 28% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 8 turns. Medical salve.  | 
amazing water salve [power 24] amazing water salve [power 24]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (24% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 19 turns. Medical salve.  | 
 perfect poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power!  | 
 Beysta the Rainbright [power 434]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 10 cold Changes damage: +21% physical / +18% cold Stamina each turn: +3.00 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
 elven-wood totem of healing 'Sepsisripper' [power 434]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 71% Changes resistances penetration: +25% nature / +15% cold Changes damage: +18% nature Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power.  | 
 evasive elven-wood totem of stinging [power 374]  (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 441 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 innervating dragonbone wand of shielding [power 500]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 50% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 innervating dragonbone wand of shielding [power 560]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 51% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power!  | 
Achievements
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By Skelcher the Skeleton Archer level 4
11st Retaking 124th year of Ascendancy at 11:50 see stats
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Skelcher the Skeleton Archer level 12
47th Retaking 124th year of Ascendancy at 22:52 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Skelcher the Skeleton Archer level 50
10th Destruction 124th year of Ascendancy at 21:59 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Skelcher the Skeleton Archer level 30
24th Pain 124th year of Ascendancy at 04:49 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Skelcher the Skeleton Archer level 10
38th Retaking 124th year of Ascendancy at 19:48 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Skelcher the Skeleton Archer level 20
2nd Pain 124th year of Ascendancy at 11:25 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Skelcher the Skeleton Archer level 30
23rd Pain 124th year of Ascendancy at 22:10 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Skelcher the Skeleton Archer level 40
15th Dearth 124th year of Ascendancy at 11:48 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By Skelcher the Skeleton Archer level 50
7th Loss 124th year of Ascendancy at 21:08 see stats
			One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Skelcher the Skeleton Archer level 50
15th Destruction 124th year of Ascendancy at 07:31 see stats
			Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
			Freed the remnants of the Prides from the Internment Camp.By Skelcher the Skeleton Archer level 35
40th Pain 124th year of Ascendancy at 15:33 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Skelcher the Skeleton Archer level 43
36th Dearth 124th year of Ascendancy at 15:54 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Skelcher the Skeleton Archer level 30
24th Pain 124th year of Ascendancy at 15:56 see stats
			The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Skelcher the Skeleton Archer level 39
15th Dearth 124th year of Ascendancy at 11:48 see stats
			The Restless Dead (Insane (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By Skelcher the Skeleton Archer level 41
26th Dearth 124th year of Ascendancy at 01:52 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Skelcher the Skeleton Archer level 50
10th Destruction 124th year of Ascendancy at 06:46 see stats
			This will make a big Omelette! (Insane (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Skelcher the Skeleton Archer level 26
6th Pain 124th year of Ascendancy at 01:43 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Skelcher the Skeleton Archer level 34
39th Pain 124th year of Ascendancy at 00:22 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Skelcher the Skeleton Archer level 26
12nd Pain 124th year of Ascendancy at 09:55 see stats
Log
Talent Track is ready to use.
Skelcher HEALS from  darkness  damage!
Curse of Death from Sher'Tul High Priest hits Skelcher for 55 temporal, 21 darkness, 18 healing (76 total damage) [18 healing].
Sher'Tul High Priest casts Bone Spear.
Sher'Tul High Priest's spell attains critical power!
Skelcher reacts to damage from Sher'Tul High Priest, mitigating the blow!.
Sher'Tul High Priest hits Skelcher for (116 reacted , -5 stam), 196 temporal, 206 physical (403 total damage).
Oozing tentacle uses Grasping Moss.
Lava floor hits Spiked tentacle for 28 fire damage.
Lava floor hits Spiked tentacle for 19 fire damage.
Bleeding from Skelcher hits Spiked tentacle for 146 physical damage.
Deep Wound from Skelcher hits Spiked tentacle for 210 physical damage.
Deep Wound from Skelcher hits Spiked tentacle for 210 physical damage.
Lava floor hits Spiked tentacle for 23 fire damage.
Lava floor hits Spiked tentacle for 28 fire damage.
Amakthel's Mouth activates his blood coated dagger!
Skelcher shrugs off Amakthel's Mouth's 'Worm Rot'!
Skelcher repels an attack from Oozing tentacle.
Skelcher HEALS from  darkness  damage!
Curse of Death from Sher'Tul High Priest hits Skelcher for 55 temporal, 21 darkness, 18 healing (76 total damage) [18 healing].
Lava floor burns Skelcher!
Lava floor hits Skelcher for 22 fire damage.
Skelcher uses Shadow Shot.
Target out of range.  Hold  to force your weapon to fire at targets beyond its range (10).
Skelcher slows down.
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest's spell attains critical power!
Sher'Tul High Priest hits Skelcher for 189 temporal, 66 darkness (255 total damage).
Skelcher the level 50 skeleton archer was shadowed to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.




















































































































































