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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 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. 
 
 
 
 
 
 
 
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: | 
| Campaign | Orcs | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Kruk Yeti | 
| Class | Sawbutcher | 
| Level / Exp | 34 / 66% | 
| Size | big | 
| Lifes / Deaths | Killed by sun-mage at level 13 on the 36th Retaking 124th year of Ascendancy at 02:260 / 8 Killed by ritch centipede at level 21 on the 18th Revenge 124th year of Ascendancy at 17:32 Killed by Bethybrewyn the ritch hunter at level 23 on the 19th Revenge 124th year of Ascendancy at 08:35 Killed by Nektosh the One-Horned at level 29 on the 3rd Pain 124th year of Ascendancy at 00:58 Killed by Nektosh the One-Horned at level 29 on the 3rd Pain 124th year of Ascendancy at 04:12 Killed by Durukan's temporal clone at level 32 on the 35th Pain 124th year of Ascendancy at 03:39 Killed by High Sun Paladin Aeryn at level 34 on the 43rd Pain 124th year of Ascendancy at 05:31 Killed by High Sun Paladin Aeryn at level 34 on the 15th Dearth 124th year of Ascendancy at 19:43 | 
Primary Stats
| Strength | 133 (base 60) | 
| Dexterity | 16 (base 19) | 
| Constitution | 31 (base 12) | 
| Magic | 21 (base 10) | 
| Willpower | 25 (base 10) | 
| Cunning | 75 (base 60) | 
Resources
| Life | -605/1213 | 
| Positive | 129/149 | 
| Paradox | 524 | 
| Steam | 55/100 | 
| Healing Factor | 1.2162957166077 | 
| Regeneration | 6.8081851586316 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 16 | 
| Infravision | 11 | 
| See Stealth | 20 | 
| See Invisible | 33 | 
Offense: Mainhand
| Damage | 151 | 
| Accuracy | 50 | 
| Crit Chance | 40% | 
| APR | 35 | 
| Speed | 0.69 | 
Offense: Offhand
| Damage | 80 | 
| Accuracy | 50 | 
| Crit Chance | 36% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 33 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +9% | 
| Light | +6% | 
| Darkness | +7% | 
| Physical | +18% | 
| Cold | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +8% | 
| Light | +5% | 
| Arcane | +25% | 
Defense: Base
| Armour (hardiness) | 50.317011280365 (92.903125182002%) | 
| Defense | 45 | 
| Ranged Defense | 45 | 
| Fatigue | 0 | 
| Physical Save | 41 | 
| Spell Save | 25 | 
| Mental Save | 40 | 
Defense: Resistances
| Acid | + 14%( 70%) | 
| Blight | + 11%( 70%) | 
| Arcane | + 13%( 70%) | 
| Cold | + 20%( 70%) | 
| All | + 8%( 70%) | 
| Lightning | + 38%( 70%) | 
| Physical | + 33%( 70%) | 
| Fire | + 13%( 70%) | 
| Darkness | + 45%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Silence Resistance | 34% | 
| Confusion Resistance | 46% | 
| Knockback Resistance | 20% | 
| Stun Resistance | 63% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator 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 12.7 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 51%. Its effects scale with your Willpower stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Steamtech / Butchery | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Steamtech / Furnace | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Automated butchery | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Chants | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Yeti | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To 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 Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| 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.Stargazers Our 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 | 
| 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 Stars With 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. | active | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He 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. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | 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 |  Xumira the pair of voratun boots (0 def, 5 armour) 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +25% arcane Melee Ret 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +4% Resists +5% arcane Silence- +34% Confus- +46% Stun/Frz- +33% ---------- misc Stam/turn +0.70 Max.stam +21.00 Talents +2 Rocket Boots Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Runyyarak the Dimoblivion 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Mag +6 Wil +5 Cun dps ---------- Melee Ret 4 darkness ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +7 See.Stealth +9 See.Invis +28 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  defender's hardened leather hat (6 def, 9 armour) 2.0 T3 head armor [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+2 eff.) ---------- misc Light +5 A hat made of leather. Very stylish. | 
| On hands |  heroic hardened leather gloves of the nighthunter (0 def, 5 armour) 1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +5 Resists +8% darkness Mind.save +8 (+3 eff.) Max.HP +50.00 ---------- misc Infravis +2 Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  quick steel torque of psionic shield [power 39]  (11/18 cooldown) 2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 39 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Wheel of Fate 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +9 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +9 (+5 eff.) Dmg.mod +9% acid +6% light Res.pen +5% light ----- def ----- Spell.save +8 (+4 eff.) Mind.save +10 (+4 eff.) ---------- misc Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| On fingers |  rogue's gold ring of sensing 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Blind- +28% ---------- misc Infravis +3 See.Stealth +11 See.Invis +5 Rings make your fingers look great! | 
| Around neck |  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
| In main hand |  Overclocked Radius (28-42 power, 31 apr) 3.0 T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +31 Crit +21.0% Atk.spd 144% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (15% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. | 
| Around waist |  Silinn 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +15% lightning +6% darkness +3% blight Max.HP +94.00 HP.reg +2.00 Knockbk- +20% A belt that goes around your waist. | 
| In off hand |  windwalling stralite steamsaw of massacre (34-51 power, 12 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +16.0% Atk.spd 100% Block +72 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +11% physical Shield.near.proj +32 Proj.slow +27% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
| Cloak |  shadow cashmere cloak of the hunter (2 def, 0 armour) 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +8% darkness Acc +20 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +11% darkness +18% lightning Stealth +7 Max.HP +69.00 Stun/Frz- +30% ---------- misc Max.stam +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Tiderupture (33 def, 11 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Dmg.mod +18% physical +12% cold ----- def ----- Armour +11 Hardiness +20% Defense +33 (+11 eff.) Fatigue +15% Die.at -80.00 life Max.HP +39.00 ---------- misc Max.stam +20.00 A suit of armour made of mail. | 
Inventory
|  medical injector implant (efficiency 87% / cooldown 89%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  medical injector implant (efficiency 80% / cooldown 54%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 54%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  medical injector implant (efficiency 94% / cooldown 65%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  regeneration infusion of the sneak (heal 528; 15 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 16%; physical; dur 3; cd 13) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  schematic: Antimagic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Back Support 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Crystal Plating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Deflection Field 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Explosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Frost Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fungal Web 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Headlamp 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mana Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Razor Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rocket Boots 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Second Skin 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamgun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Voltaic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Water Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Earthen Beads 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 201 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  Sunstone 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? | 
|  Hathiyon the gold amulet 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +18% mind Mind.save +18 (+6 eff.) Confus- +32% ---------- misc Equi/ret +0.12 Light +3 Amulets make your neck look great! | 
|  Shard of Insanity 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
|  sneakthief's stralite ring of the mind (+12%) 0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Dmg.mod +12% mind Acc +8 (+3 eff.) ----- def ----- Resists +12% mind Rings make your fingers look great! | 
|  Eclipse (18-22 power, 4 apr, darkness element) 5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
|  Starcaller (25-30 power, 4 apr, physical element) 5.0 T4 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 25.0 - 30.0 Darkness Uses 120% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +30% darkness ----- def ----- Affinity +20% darkness Stealth +20 ---------- misc Talents +1 Command Staff On Spell Hit: 15% Galactic Pulse 3 A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. | 
|  enhanced dwarven-steel greatsword of daylight (34-54 power, 2 apr) 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Nature Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 light Against +17% Undead While equipped: Stats +5 Str +9 Dex +12 Mag +9 Wil +7 Cun +9 Con Massive two-handed swords. | 
|  Cautery Sword (40-56 power, 10 apr) 3.0 T3 longsword 1H weapon [Unique] Steamtech Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 100% On Hit: * inflict fire damage based on steampower While equipped: ----- def ----- Cut- +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. | 
|  acidic iron steamsaw (10-16 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  flaming iron steamsaw (12-17 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Viletooth (20-30 power, 12 apr) 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. | 
|  coruscating steel steamsaw of crippling (12-18 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- Phys.crit +6.0% Melee Ret 2 fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  steel steamsaw of massacre (20-29 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  steel steamsaw of reflection (12-19 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 12.5 - 18.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +11% light +11% darkness ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Glorowyn the dwarven-steel steamsaw (22-33 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Mind.crit +1% On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% blight +20% fire +3% nature +9% cold ---------- misc Hate/m.crit +4.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Magmapassion the dwarven-steel steamsaw (25-38 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +9.0% Atk.spd 100% Block +48 Melee+ +4 fire Uses 1.0 Steam While equipped: dps ---------- Phys.crit +3.0% Res.pen +15% physical On Hit (Melee): * 9% chance to reduce all saves and defense by 22 On Melee Ret: * 22% chance to reduce all saves and defense by 22 ----- def ----- Armour +19 Defense +6 (+2 eff.) Fatigue +8% Resists +9% blight ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Hornet Stingers (20/20, 18-25 power, 10 apr) 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. | 
|  impenetrable iron mail armour of Eyal (2 def, 9 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of mail. | 
|  Iron Mail of Bloodletting (2 def, 4 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
|  fortifying dwarven-steel mail armour of delving (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +9 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% darkness +7% physical Max.HP +41.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. | 
|  rough leather belt of recklessness 1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) A belt that goes around your waist. | 
|  Yvydhevena 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +3% lightning +2% physical +12% nature +6% mind +6% acid Crit.chn- 15.00% A belt that goes around your waist. | 
|  Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
|  Wanderer's Rest (4 def, 0 armour) 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. | 
|  miner's pair of iron boots of speed (0 def, 4 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  fleetfooted pair of dwarven-steel boots of speed (3 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  hardened leather gloves of magic (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  dwarven-steel gauntlets of butchering (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. | 
|  hardened leather hat 'Rimebait' (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Dmg.mod +6% darkness +24% cold Res.pen +25% physical ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +9 (+3 eff.) A hat made of leather. Very stylish. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. | 
|  Islurekira the Shockspar (2 def, 0 armour) 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +3 (+2 eff.) Melee Ret 6 lightning ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning Die.at -80.00 life HP.reg +4.00 A pointy cloth hat, very wizardly... | 
|  thaloren iron helm of strength (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Wil ----- def ----- Armour +3 Fatigue +5% Resists +5% blight Mind.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  2 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  10 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  8 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  11 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  14 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. | 
|  117 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  bright brass lantern 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71.05 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  steel back support 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! | 
|  iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! | 
|  iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! | 
|  steel grip 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! | 
|  Stralite Sand Shredder 0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  crude focus lens 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! | 
| potent fiery salve [power 17]potent fiery salve [power 17] 1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Remove 1 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| powerful fiery salve [power 21]powerful fiery salve [power 21] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple frost salve [power 14]simple frost salve [power 14] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| powerful frost salve [power 21]powerful frost salve [power 21] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 173]simple healing salve [power 173] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Heal 173 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
| powerful healing salve [power 282]powerful healing salve [power 282] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Heal 282 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
| potent pain suppressor salve [power 195]potent pain suppressor salve [power 195] 1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Let you fight up to -195 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. | 
| powerful water salve [power 21]powerful water salve [power 21] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
|  woodsman's iron pickaxe (dig speed 36 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Korbek's Spyglass 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Yeti's Muscle Tissue (Astral) 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  Forbidden Tome: "The Day It Came" 2.0 forbidden tome [Unique] Unknown 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? | 
Achievements
 A Fistful of Gold (Nightmare (Adventure) difficulty)
			Buy an item from an AAA.
			A Fistful of Gold (Nightmare (Adventure) difficulty)
			Buy an item from an AAA.By Durukan the Kruk Yeti Sawbutcher level 6
24th Retaking 124th year of Ascendancy at 01:03 see stats
 Across the Narrow Sea (Nightmare (Adventure) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Nightmare (Adventure) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Durukan the Kruk Yeti Sawbutcher level 13
36th Retaking 124th year of Ascendancy at 15:42 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Durukan the Kruk Yeti Sawbutcher level 28
52nd Revenge 124th year of Ascendancy at 18:51 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Durukan the Kruk Yeti Sawbutcher level 10
31st Retaking 124th year of Ascendancy at 17:20 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Durukan the Kruk Yeti Sawbutcher level 20
17th Revenge 124th year of Ascendancy at 15:18 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Durukan the Kruk Yeti Sawbutcher level 30
13rd Pain 124th year of Ascendancy at 11:02 see stats
 Mercy, mercy! (Nightmare (Adventure) difficulty)
			Killed Talosis without any civilians deaths.
			Mercy, mercy! (Nightmare (Adventure) difficulty)
			Killed Talosis without any civilians deaths.By Durukan the Kruk Yeti Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 23:14 see stats
 Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
			Freed the remnants of the Prides from the Internment Camp.By Durukan the Kruk Yeti Sawbutcher level 34
36th Pain 124th year of Ascendancy at 23:24 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Durukan the Kruk Yeti Sawbutcher level 33
35th Pain 124th year of Ascendancy at 20:39 see stats
 That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By Durukan the Kruk Yeti Sawbutcher level 21
18th Revenge 124th year of Ascendancy at 17:31 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Durukan the Kruk Yeti Sawbutcher level 17
11st Revenge 124th year of Ascendancy at 09:33 see stats
 Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Adventure) difficulty)
			Returned from the dead.By Durukan the Kruk Yeti Sawbutcher level 34
43rd Pain 124th year of Ascendancy at 05:31 see stats
Log
High Sun Paladin Aeryn is free from the ice.
The fabric of space around Durukan stabilizes to normal.
Talent Spinal Break is ready to use.
Talent Implant: Medical Injector is ready to use.
High Sun Paladin Aeryn's light area effect hits Durukan for 58 light damage.
Durukan uses Spinal Break.
High Sun Paladin Aeryn is on fire!
Tempest of Metal performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
High Sun Paladin Aeryn slows down.
High Sun Paladin Aeryn deactivates Shield of Light.
Durukan damages himself through Martyrdom!
Tempest of Metal hits High Sun Paladin Aeryn for (19 to psi shield), (14 absorbed), 14 physical, (30 to psi shield), 0 fire, (13 to psi shield), (10 absorbed), 10 physical, (30 to psi shield), 0 fire (24 total damage).
Durukan hits High Sun Paladin Aeryn for (35 to psi shield), (108 absorbed), 108 physical, (30 to psi shield), 0 fire, (35 to psi shield), (11 absorbed), 45 physical, (30 to psi shield), 0 fire (154 total damage).
High Sun Paladin Aeryn hits Durukan for 25 physical, 3 physical, 2 physical, 346 light, 0 physical (377 total damage).
Melee retaliation hits Durukan for 12 light, 13 light, 13 light, 13 light (49 total damage).
Shield of Light hits High Sun Paladin Aeryn for 14 healing, 14 healing, 14 healing, 14 healing (0 total damage) [58 healing].
Durukan damages himself through Martyrdom!
High Sun Paladin Aeryn hits Durukan for 14 physical damage.
High Sun Paladin Aeryn's Beyond the Flesh hits Durukan for 92 physical, 0 darkness, 7 physical (99 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 2 darkness, (3 to psi shield), 0 arcane (2 total damage).
Bleeding from Durukan hits High Sun Paladin Aeryn for (35 to psi shield), 61 physical (61 total damage).
Burning from Durukan hits High Sun Paladin Aeryn for (39 to psi shield), 0 fire (0 total damage).
High Sun Paladin Aeryn uses You Shall Be My Weapon!.
Durukan damages himself through Martyrdom!
High Sun Paladin Aeryn hits Durukan for 328 physical damage.
Melee retaliation hits High Sun Paladin Aeryn for 2 darkness, (3 to psi shield), 0 arcane (2 total damage).
Durukan the level 34 kruk yeti sawbutcher was skewered to death by High Sun Paladin Aeryn on level 1 of Gates of Morning.




























































