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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 | Whitehoof | 
| Class | Sawbutcher | 
| Level / Exp | 38 / 19% | 
| Size | big | 
| Lifes / Deaths | Killed by dreaming horror at level 28 on the 43rd Revenge 124th year of Ascendancy at 17:310 / 8 Killed by Erelohir's Inner Demon at level 31 on the 45th Pain 124th year of Ascendancy at 13:09 Killed by Glima the Guardian at level 31 on the 45th Pain 124th year of Ascendancy at 13:56 Killed by Aerukira the orc blood mage (subdued) at level 33 on the 51st Pain 124th year of Ascendancy at 23:29 Killed by Mindcontrol Pillar at level 34 on the 1st Dearth 124th year of Ascendancy at 05:39 Killed by ritch flamespitter at level 35 on the 17th Dearth 124th year of Ascendancy at 07:03 Killed by sunwall archer at level 37 on the 21st Dearth 124th year of Ascendancy at 23:27 Killed by Gloramita the retaliator of Atmos at level 38 on the 34th Dearth 124th year of Ascendancy at 10:19 | 
Primary Stats
| Strength | 89 (base 60) | 
| Dexterity | 22 (base 16) | 
| Constitution | 44 (base 27) | 
| Magic | 14 (base 10) | 
| Willpower | 23 (base 10) | 
| Cunning | 75 (base 60) | 
Resources
| Life | -99/1253 | 
| Psi | 113/113 | 
| Steam | 92/100 | 
| Healing Factor | 1.2959250037618 | 
| Regeneration | 4.6620581143582 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 13 | 
| See Stealth | 8 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 152 | 
| Accuracy | 50 | 
| Crit Chance | 48% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 59 | 
| Accuracy | 50 | 
| Crit Chance | 46% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4.6666666666667 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +3% | 
| Physical | +12% | 
| Temporal | +21% | 
| Nature | +27% | 
| Arcane | +15% | 
| Fire | +11% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +10% | 
| Nature | +25% | 
| Temporal | +20% | 
Defense: Base
| Armour (hardiness) | 48.317011280365 (72.903125182002%) | 
| Defense | 32 | 
| Ranged Defense | 32 | 
| Fatigue | 30 | 
| Physical Save | 43 | 
| Spell Save | 20 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Blight | + 24%( 70%) | 
| Arcane | + 12%( 70%) | 
| Cold | + 21%( 70%) | 
| All | + 7%( 70%) | 
| Darkness | + 47%( 70%) | 
| Light | + 24%( 70%) | 
| Physical | + 25%( 70%) | 
| Fire | + 38%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Confusion Resistance | 14% | 
| Poison Resistance | 100% | 
| Blind Resistance | 22% | 
| Silence Resistance | 50% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 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 131% efficiency and cooldown mod of 53%. | 
| 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 146% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Constitution stat. | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Steamtech / Butchery | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Steamtech / Furnace | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Battle machinery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Automated butchery | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Race / Whitehooves | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
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. | active | 
| 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 | 
| Inside some of your foes you have found some intact pieces that give you new ideas.Research. Tinker. Annihilate. Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |  pair of hardened leather boots 'Ragakor' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Str +3 Con dps ---------- Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Armour +3 Phys.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Talents +3 Rocket Boots Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. A pair of boots made of leather. | 
| Light source |  watchleader's alchemist's lamp 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +14% ---------- misc Light +8 See.Stealth +8 See.Invis +6 Track: Puts all charms on 40 cooldown Level 3.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  drakeskin leather cap 'Duskqueen' (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Wil dps ---------- Dmg.mod +3% darkness +9% arcane Acc +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +8% blight +18% light +26% darkness Mind.save +11 (+4 eff.) ---------- misc Light +4 A cap made of leather. | 
| On hands |  Spellhunt Remnants (3 def, 4 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. | 
| Tool |  powerful elven-wood wand of shielding [power 416]  (21/20 cooldown) 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 416 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Islutta the Breezebraid 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% arcane +12% nature Res.pen +10% nature Acc +6 (+2 eff.) Melee Ret 2 arcane On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +12% acid +5% arcane Rings make your fingers look great! | 
| On fingers |  rogue's copper ring of fire (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+2 eff.) Resists +22% fire Rings make your fingers look great! | 
| Around neck |  cleansing steel amulet 0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +14% nature +10% blight Poison- +20% Disease- +20% Amulets make your neck look great! | 
| In main hand |  corrosive voratun steamsaw of massacre (52-79 power, 12 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 52.5 - 78.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +17.0% Atk.spd 100% Block +93 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- On Melee Ret: * 18% chance to reduce armor by 10% ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +16% acid ---------- misc Talents +3 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! | 
| Around waist |  monstrous hardened leather belt 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Fatigue -8% Phys.save +7 (+2 eff.) ---------- misc Max.enc +20 Size +1 A belt that goes around your waist. | 
| In off hand |  Belista (24-37 power, 12 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +15.0% Atk.spd 100% Block +48 On Hit.r1 +8 acid +20 temporal Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +11 (+3 eff.) Dmg.mod +21% temporal Res.pen +20% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce armor by 10% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
| Cloak |  Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+4 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
| Main armor |  enlightening stralite mail armour of delving (4 def, 16 armour) 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Wil +6 Cun dps ---------- Melee Ret 20 physical ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +13% Resists +17% darkness +10% physical Mind.save +14 (+5 eff.) ---------- 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. | 
Inventory
|  medical injector implant (efficiency 138% / cooldown 69%) 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 138% efficiency and cooldown mod of 69%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  medical injector implant of the psychic (efficiency 117% / cooldown 73%) 0.1 T1 implant scroll [Ego] 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 117% efficiency and cooldown mod of 73%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  medical injector implant of the titan (efficiency 120% / cooldown 92%) 0.1 T1 implant scroll [Ego] 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 120% efficiency and cooldown mod of 92%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  shatter afflictions rune of the warrior (absorb 147; cd 19) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  2 schematic: Acid Groove 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: Air Recycler 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: Corrosive 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: Flash Powder 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: Focus Lens 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. | 
|  2 schematic: Magnetic 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: Mental Stimulator 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: Pain Suppressor 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: Shocking Touch 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: Spike Attachment 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] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 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. | 
|  2 schematic: Steamsaw 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: Thunder Grenade 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: Thunderclap Coating 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: Winterchill 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. | 
|  mindweaver's gold amulet of strength (+3) 0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Str +2 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +10% Amulets make your neck look great! | 
|  Flashwell the steel ring 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% light Res.pen +10% light Melee Ret 4 light On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +9% nature +8% blight Poison- +15% Disease- +15% ---------- misc See.Invis +12 Rings make your fingers look great! | 
|  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  conjurer's steel ring 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! | 
|  mule's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +23% ---------- misc Max.enc +22 Rings make your fingers look great! | 
|  warrior's gold ring of sensing 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +23% ---------- misc Infravis +4 See.Stealth +8 See.Invis +7 Rings make your fingers look great! | 
|  dragonbone magestaff (30-36 power, 6 apr, lightning element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  warbringer's voratun greatmaul (70-105 power, 4 apr) 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 70.0 - 105.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +39% Massive two-handed mauls. | 
|  Zanolaldil the steel longsword (16-22 power, 3 apr) 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Dex dps ---------- Apr +1 ----- def ----- Blind- +20% Silence- +10% Sharp, long, and deadly. | 
|  steel longsword 'Strikedeath' (19-27 power, 3 apr) 3.0 T2 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +18 fire On Hit: * 11 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +7.0% Phys.pwr +20 (+5 eff.) All.spd +4% Dmg.mod +9% lightning Res.pen +9% fire Sharp, long, and deadly. | 
|  enhanced steel mace of amnesia (14-20 power, 3 apr) 3.0 T2 mace 1H weapon [Ego++] Nature/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +3 Cun +3 Con Blunt and deadly. | 
|  Biletaint the dwarven-steel mace (28-40 power, 4 apr) 3.0 T3 mace 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +7 (+3 eff.) Resists +6% nature Disarm- +22% Blunt and deadly. | 
|  stralite waraxe 'Arthulesus' (44-61 power, 5 apr) 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +5 Str ----- def ----- Armour +4 Resists +30% acid ---------- misc Max.mana +100.00 One-handed war axes. | 
|  manaburning steel dagger of enduring (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon [Ego+] Nature/Disrupt Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +6 Con +7 Wil ----- def ----- Max.HP +18.00 Sharp, short and deadly. | 
|  Spelldrinker (27-35 power, 8 apr) 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. | 
|  Kinetic Focus (6-7 power, 18 apr, physical damage) 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. | 
|  Overseer (17-19 power, 27 apr, mind damage) 3.0 T3 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+4 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. | 
|  arcing iron steamsaw (10-14 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage 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! | 
|  crackling iron steamsaw of lightning resistance (+27%) (10-14 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 1 lightning ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +27% lightning ---------- 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! | 
|  iron steamsaw (10-15 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 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! | 
|  reinforced steel steamsaw of resilience (14-21 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Max.HP +40.00 ---------- 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! | 
|  slime-covered steel steamsaw (15-22 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Disrupt/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Hit: * 6% chance to slow global speed by 51% Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 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! | 
|  windwalling steel steamsaw of resistance (14-22 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% acid +12% physical +5% cold +5% fire +7% lightning Shield.near.proj +21 Proj.slow +14% ---------- 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! | 
|  windwalling steel steamsaw of the stars (15-22 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 15.0 - 22.5 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 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag +1 Wil +2 Cun dps ---------- Dmg.mod +12% light +13% darkness ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +10% physical +12% light +12% darkness Shield.near.proj +10 Proj.slow +10% ---------- 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! | 
|  stormbringer's dwarven-steel steamsaw of disruption (22-34 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 Against +13% Unnatural On Crit.r2 +8 lightning +21 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam While equipped: dps ---------- Mov.spd +20% Res.pen +7% lightning +5% cold ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  hateful stralite steamsaw of massacre (40-61 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +72 Melee+ +6 darkness Against +6% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- 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! | 
|  Robe of Force (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 42.71 to 53.39 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  Vestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
|  spellwoven woollen robe of blight (+12%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight +9% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  prismatic cured leather armour of clarity (6 def, 4 armour) 9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% darkness +5% mind +12% light Mind.save +12 (+4 eff.) A suit of armour made of leather. | 
|  Medical Urgency Vest (6 def, 7 armour) 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. | 
|  duelist's hardened leather armour of the hero  (13 def, 11 armour) 9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +10 Dex +5 Mag +5 Wil +8 Cun ----- def ----- Armour +11 Defense +13 (+6 eff.) Fatigue +8% Max.HP +30.00 A suit of armour made of leather. | 
|  prismatic iron plate armour (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% light +11% darkness A suit of armour made of metal plates. | 
|  Therapeutic Platemail (4 def, 10 armour) 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. | 
|  rough leather belt of unlife 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Blastsun 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +20% light +5% lightning Melee Ret 6 acid ----- def ----- Resists +9% acid +8% fire +3% lightning +7% cold A belt that goes around your waist. | 
|  cleansing hardened leather belt of burglary 1.0 T3 belt armor [Ego+] Disrupt/Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Resists +7% acid +9% blight Stealth +6 ---------- misc T.Disarm +14 Infravis +4 A belt that goes around your waist. | 
|  undeterred pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +20% Confus- +25% Stun/Frz- +26% A pair of boots made of leather. | 
|  pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +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 iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +22% Confus- +24% Stun/Frz- +32% ---------- misc Stam/turn +0.50 Max.stam +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  sand rough leather gloves (0 def, 6 armour) 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  radiant hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +4% light ----- def ----- Armour +2 Resists +7% light Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +6 (+2 eff.) Apr +8 On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Resists +8% blight Spell.save +18 (+9 eff.) Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +3.0% Atk.spd 100% On Hit: * 12% chance to reduce armor by 10% * 15 arcane resource burn * 10% chance to slow global speed by 51% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Hailclash (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Dex dps ---------- Phys.crit +6.0% Melee+ 7 acid Dmg.mod +4% acid +6% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  blighted dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% blight +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +7 blight +10 arcane On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  brawler's dwarven-steel gauntlets of the iron hand (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +4 Dex +3 Wil +4 Cun +2 Con ----- def ----- Armour +2 Fatigue +3% Phys.save +9 (+3 eff.) Disarm- +25% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +15.0% Atk.spd 83% On Hit: 10% Disarm 3 On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. | 
|  cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +5% fire Acc +11 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +8% fire Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +14.0% Atk.spd 83% On Crit.r2 +5 fire On Hit: 10% Fire Breath 3 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 +7 (+2 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +13 (+6 eff.) Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +19 Crit +8.0% Atk.spd 83% On Hit: * 16% chance to slow global speed by 51% * 17% chance to reduce armor by 10% Metal gloves protecting the hands up to the middle of the lower arm. | 
|  linen wizard hat of darkness (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... | 
|  linen wizard hat of nature (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+0 eff.) Resists +16% nature A pointy cloth hat, very wizardly... | 
|  clarifying cashmere wizard hat of light (+18%) (2 def, 0 armour) 2.0 T3 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light Mind.save +8 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  grounding hardened leather hat of dexterity (+3) (0 def, 3 armour) 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +5% temporal A hat made of leather. Very stylish. | 
|  Winterpower (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +17% cold 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 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 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. | 
|  Eye of the Forest (8 def, 0 armour) 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. | 
|  Ravenwither the hardened leather cap (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Cun +3 Con dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% fire +6% nature +9% darkness Phys.save +18 (+6 eff.) A cap made of leather. | 
|  Voraba the Dimwilder (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +9% darkness +3% acid Melee Ret 4 acid ----- def ----- Defense +2 (+1 eff.) Resists +31% lightning +3% darkness Confus- +20% Knockbk- +20% A pointy cloth hat, very wizardly... | 
|  Xanadhewen (0 def, 9 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +6 Mag ----- def ----- Armour +9 Fatigue +3% Resists +6% blight Mind.save +6 (+2 eff.) Teleport- +20% ---------- misc See.Invis +6 A hat made of leather. Very stylish. | 
|  iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. | 
|  Sleetstinger the dwarven-steel helm (10 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% mind +9% cold ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +4% Resists +18% lightning +9% blight Mind.save +6 (+2 eff.) Die.at -40.00 life Blind- +20% Pinning- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 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. | 
|  3 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. | 
|  10 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. | 
|  13 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. | 
|  16 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. | 
|  5 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. | 
|  26 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. | 
|  30 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. | 
|  27 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. | 
|  44 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. | 
|  34 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. | 
|  2 turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) 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. | 
|  71 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Shadoworacle of the Blightspawn 2.0 T1 lite [Random Unique] Arcane/Psionic While equipped: Stats +1 Mag +4 Wil -1 Con dps ---------- Dmg.mod +6% mind Res.pen +15% arcane Melee Ret 22 fire ----- def ----- Resists +5% arcane +12% fire ---------- misc Light +3 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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. | 
|  brass lantern of clarity 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 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. | 
|  Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 129.78 darkness damage (based on Mindpower and charge). Uses 10 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. | 
|  bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  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! | 
|  iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel grapple 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple 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. | 
| simple frost salve [power 15]simple frost salve [power 15] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| powerful frost salve [power 22]powerful frost salve [power 22] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 189]simple healing salve [power 189] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 53% cooldown modifier. Heal 189 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
| powerful healing salve [power 308]powerful healing salve [power 308] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 53% cooldown modifier. Heal 308 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  iron pickaxe (dig speed 36 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rod of Entropy (1/1) 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  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. | 
|  The Jolt 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. | 
|  focusing steel torque of psionic shield [power 51]  (21/25 cooldown) 2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  quick ash totem of healing [power 170]  (21/11 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  cleansing yew wand of shielding [power 308]  (21/20 cooldown) 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  focusing yew wand of shielding [power 242]  (21/20 cooldown) 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  cleansing elven-wood wand of shielding [power 350]  (21/20 cooldown) 2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  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! | 
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 Erelohir the Whitehoof Sawbutcher level 7
12nd Retaking 124th year of Ascendancy at 18:38 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 Erelohir the Whitehoof Sawbutcher level 13
35th Retaking 124th year of Ascendancy at 04:47 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Erelohir the Whitehoof Sawbutcher level 29
49th Revenge 124th year of Ascendancy at 14:26 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Erelohir the Whitehoof Sawbutcher level 35
17th Dearth 124th year of Ascendancy at 19:05 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 Erelohir the Whitehoof Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 04:11 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 Erelohir the Whitehoof Sawbutcher level 20
1st Revenge 124th year of Ascendancy at 03:40 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 Erelohir the Whitehoof Sawbutcher level 30
13rd Pain 124th year of Ascendancy at 01:18 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 Erelohir the Whitehoof Sawbutcher level 34
1st Dearth 124th year of Ascendancy at 10:22 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 Erelohir the Whitehoof Sawbutcher level 23
20th Revenge 124th year of Ascendancy at 23:37 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Erelohir the Whitehoof Sawbutcher level 32
46th Pain 124th year of Ascendancy at 00:57 see stats
Log
Erelohir is afflicted by an epidemic!
Gloramita the retaliator of Atmos is covered in a veil of shadows!
Gloramita the retaliator of Atmos hits Erelohir for 77 darkness, 8 blight, 31 darkness, 60 darkness, 37 darkness (213 total damage).
Bleeding from Erelohir hits Gloramita the retaliator of Atmos for 9 physical damage.
Melee retaliation hits Gloramita the retaliator of Atmos for 19 physical, 4 temporal, 2 arcane, 19 physical, 4 temporal, 2 arcane (50 total damage).
Epidemic from Gloramita the retaliator of Atmos hits Erelohir for 41 blight damage.
Erelohir uses Spinal Break.
Erelohir misses Gloramita the retaliator of Atmos.
Erelohir misses Gloramita the retaliator of Atmos.
Erelohir misses Gloramita the retaliator of Atmos.
Erelohir misses Gloramita the retaliator of Atmos.
You are no longer encumbered.
You carry too much--you are encumbered!
Drop some of your items.
Gloramita the retaliator of Atmos performs a melee critical strike against Erelohir!
Gloramita the retaliator of Atmos stops surging mana.
Gloramita the retaliator of Atmos's can be afflicted again.
Gloramita the retaliator of Atmos hits Erelohir for 90 darkness, 10 blight, 37 darkness, 121 darkness, 37 darkness (296 total damage).
Bleeding from Erelohir hits Gloramita the retaliator of Atmos for 7 physical damage.
Melee retaliation hits Gloramita the retaliator of Atmos for 15 physical, 4 temporal, 2 arcane, 15 physical, 4 temporal, 2 arcane (41 total damage).
Epidemic from Gloramita the retaliator of Atmos hits Erelohir for 41 blight damage.
Erelohir receives 149 healing.
Gloramita the retaliator of Atmos performs a melee critical strike against Erelohir!
Gloramita the retaliator of Atmos hits Erelohir for 95 darkness, 10 blight, 37 darkness, 98 darkness, 37 darkness (278 total damage).
Bleeding from Erelohir hits Gloramita the retaliator of Atmos for 7 physical damage.
Melee retaliation hits Gloramita the retaliator of Atmos for 15 physical, 4 temporal, 2 arcane, 15 physical, 4 temporal, 2 arcane (41 total damage).
Erelohir the level 38 whitehoof sawbutcher was shadowed to death by Gloramita the retaliator of Atmos on level 2 of Steam Quarry.
You are no longer encumbered.
























































