
















Character
| 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 | Annihilator | 
| Level / Exp | 50 / 1009% | 
| Size | medium | 
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 38 on the 29th Pain 124th year of Ascendancy at 20:156 / 1 | 
Primary Stats
| Strength | 68 (base 10) | 
| Dexterity | 99 (base 60) | 
| Constitution | 41 (base 29) | 
| Magic | 75 (base 60) | 
| Willpower | 13 (base 10) | 
| Cunning | 87 (base 60) | 
Resources
| Life | 1329/1329 | 
| Mana | 0/289 | 
| Psi | 103/103 | 
| Steam | 115/115 | 
| Healing Factor | 1.2281403954777 | 
| Regeneration | 10.132158262691 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +100% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 13 | 
| See Stealth | 29 | 
| See Invisible | 29 | 
| ESP Range | 20 | 
| ESP Kinds | humanoid, animal/canine, giant | 
Offense: Mainhand
| Damage | 139 | 
| Accuracy | 75 | 
| Crit Chance | 39% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 76 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 68 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +58% | 
| Darkness | +46% | 
| Fire | +79% | 
| All | +33% | 
Offense: Damage Penetration
| Mind | +10% | 
| Lightning | +20% | 
| Fire | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 113.08934837382 (96.151787968034%) | 
| Defense | 58 | 
| Ranged Defense | 63 | 
| Fatigue | 38 | 
| Physical Save | 68 | 
| Spell Save | 25 | 
| Mental Save | 27 | 
Defense: Resistances
| Blight | + 34%( 70%) | 
| Physical | + 44%( 70%) | 
| Cold | + 32%( 70%) | 
| All | + 27%( 70%) | 
| Darkness | + 46%( 70%) | 
| Light | + 42%( 70%) | 
| Temporal | + 32%( 70%) | 
| Lightning | + 70%( 70%) | 
| Mind | + 50%( 70%) | 
| Fire | + 45%( 70%) | 
| Nature | + 32%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 0% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Silence Resistance | 50% | 
| Bleed Resistance | 100% | 
| Disarm Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
Inscriptions (5/5)
| 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 15.9 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Dexterity 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 137% efficiency and cooldown mod of 56%. Its effects scale with your Willpower 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 154% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. | 
| 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 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 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. | 
Class Talents
| Steamtech / Gadgets | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| Steamtech / Magnetism | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Demolition | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Artillery | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Heavy weapons | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Turrets | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Race / Whitehooves | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Steam Powered Armour | 
| talent | Chant of Fortress | 
| talent | Exoskeleton | 
| talent | Premonition | 
| talent | Rocket Pod | 
| talent | Incendiary Grenade | 
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left.5 Ammo | 
| beneficial effect | You have 5 charges.Death Momentum | 
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 37% steamgun damage. 3 stacks remaining.Reactive Armor | 
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 | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done | 
| As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby.Mole Down, Two To Go Investigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done | 
| The time for revenge is at hand! The Tribe stands crippled under your assaults.No Fumes Without Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.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 | 
| Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel...The Dead God Awaits Along with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | 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. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy 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. * You have disposed of Kaltor, the loot is yours! | done | 
| 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 | 
| In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core.Voyage to the Center of Eyal Strange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +100% ---------- misc Talents +4 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! | 
| Quiver |  Singekarma the pouch of voratun shots (21/21, 51-61 power, 6 apr) 3.0 T5 shot ammo [Rare] Master Power 51.0 - 61.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +7.0% Capacity 21 Ranged+ +24 mind On Hit.r1 +24 fire On Crit.r2 +24 mind +24 fire On Hit: * 24 arcane resource burn * 24% chance to reduce all saves and defense by 38 While equipped: ---------- misc Talents +4 Hook Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  void-walker's alchemist's lamp of the sun 1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +7% cold +9% darkness +7% temporal Affinity +5% light Def/telep +15 Res/telep +13% Dur/telep +12% ---------- misc Light +5 Sun Flare: Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 301.31 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Light +7 A Helmet. But with steam power! | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +100% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
| Tool |  supercharged dragonbone wand of shielding [power 608]  (21 cooldown) 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 608 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  steel ring 'Airlord' 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +21% fire Res.pen +20% lightning +10% fire ----- def ----- Resists +9% blight +24% fire +6% nature +6% lightning Poison- +12% Disease- +12% Rings make your fingers look great! | 
| On fingers |  Ring of Lost Love 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
| Around neck |  Gardanion, the Light of God 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+6 eff.) Steampwr +40 (+7 eff.) Spell.pwr +40 (+9 eff.) Mind.pwr +40 (+10 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." | 
| In main hand |  stralite steamgun 'Torchspar' 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +6 Str dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +15% fire Res.pen +10% mind Apr +2 ----- def ----- Armour +10 Resists +6% mind Die.at -80.00 life ---------- misc Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. | 
| In off hand |  flaming voratun shield of the stars (0 def, 10 armour, 62-74 power, 194.5 block) 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 61.5 - 73.8 Physical Uses 50% Mag, 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 Melee+ +18 light +17 darkness On Hit.r1 +16 fire While equipped: Stats +10 Cun +3 Mag dps ---------- Melee+ 9 fire Dmg.mod +16% light +13% darkness Melee Ret 17 fire ----- def ----- Armour +10 Fatigue +8% Resists +20% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
| Cloak |  Liquid Metal Cloak (20 def, 10 armour) 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+5 eff.) Resists +30% lightning +15% physical Phys.save +40 (+10 eff.) Stun/Frz- +50% ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.2 Pwr.cost 52 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 94 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. | 
| Main armor |  Steam Powered Armour (23 def, 25 armour) 22.0 T5 massive armor Reqs Massive armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex dps ---------- Phys.pwr +22 (+3 eff.) Steampwr +22 (+4 eff.) ----- def ----- Armour +25 Defense +23 (+6 eff.) Fatigue +12% Resists +25% lightning Phys.save +55 (+13 eff.) HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. | 
Inventory
|  medical injector implant of the duelist (efficiency 149% / cooldown 75%) 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 149% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity 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 116% / cooldown 68%) 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 116% efficiency and cooldown mod of 68%. 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 | 
|  steam generator implant of the wizard (steam 14) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  steam generator implant of the wizard (steam 11) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions | 
|  Prismatic Rune (6 turns; lightning, physical, light, cold, nature, temporal) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 light, 4 cold, 3 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune (absorb 107; cd 14) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 107 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the duelist (absorb 422; dur 5; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  3 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. | 
|  4 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. | 
|  schematic: Armour Reinforcement 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: 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. | 
|  2 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: Fatal Attractor 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: Fiery 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. | 
|  7 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. | 
|  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: Grounding Strap 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. | 
|  3 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: Healing 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: Hook 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: Itching 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: Kinetic Stabiliser 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. | 
|  4 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: Moss Tread 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. | 
|  3 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: Poison 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. | 
|  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. | 
|  schematic: Rustproof 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. | 
|  3 schematic: Saw 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: 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: Solid 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: 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. | 
|  3 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. | 
|  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. | 
|  3 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: Viral Injector 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: Viral Needlegun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 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. | 
|  insulating copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! | 
|  Hellgrind the steel amulet 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +25% fire Melee Ret 6 fire ----- def ----- Resists +6% cold +18% fire Heal.mod +15% Cut- +60% Heal: Puts all charms on 31 cooldown Level 3.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 409 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
|  Ulfomnir the steel amulet 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+7 eff.) ----- def ----- Resists +6% lightning +3% temporal HP.reg +4.00 Heal.mod +20% Stun/Frz- +20% ---------- misc Max.psi +10.00 Masteries +0.22 Steamtech/Demolition Amulets make your neck look great! | 
|  steel amulet of cunning (+2) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! | 
|  steel amulet of dexterity (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! | 
|  warrior's gold amulet of strength (+4) 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +9% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
|  archmage's stralite amulet of cunning (+4) 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +6% acid +6% fire +5% cold +5% lightning Amulets make your neck look great! | 
|  rogue's steel ring of darkness (+20%) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +8 (+2 eff.) Resists +20% darkness Rings make your fingers look great! | 
|  Urthydolen 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Armour +8 Defense +25 (+7 eff.) Resists +6% blight +6% cold Max.HP +38.00 Heal.mod +10% Disarm- +27% Pinning- +42% Stun/Frz- +20% Knockbk- +34% Rings make your fingers look great! | 
|  marksman's voratun ring of luminosity 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Dex +8 Mag dps ---------- Melee+ 25 light Ranged+ 26 light Dmg.mod +13% light Acc +14 (+4 eff.) Rings make your fingers look great! | 
|  stormbringer's voratun greatsword of enduring (62-100 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego++] Nature Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +34 lightning +33 cold While equipped: Stats +14 Con +14 Wil dps ---------- Mov.spd +48% Res.pen +7% lightning +14% cold ----- def ----- Max.HP +47.00 Massive two-handed swords. | 
|  Byromivor the hardened leather sling 4.0 T3 sling 1H weapon [Rare] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Phasing +30% Ranged+ +12 fire While equipped: Stats +9 Mag dps ---------- Spell.pwr +30 (+7 eff.) Dmg.mod +16% fire ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Slings are used to hurl stones or metal shots at your foes. | 
|  drakeskin leather sling 'Shadowvile' 4.0 T5 sling 1H weapon [Rare] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +12 lightning While equipped: Stats +12 Str +13 Dex +13 Mag +13 Wil +9 Cun +13 Con dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +9% darkness +18% blight On Hit (Ranged): * 20% chance to reduce damage dealt by 31% ----- def ----- Resists +24% acid Phys.save +9 (+2 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. | 
|  Loraruidir the pouch of dwarven-steel shots (22/22, 43-52 power, 3 apr) 3.0 T3 shot ammo [Random Unique] Nature/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +10.0% Capacity 22 Ranged+ +8 mind +12 arcane On Hit.r1 +16 arcane On Hit: * 20% chance to create vines that bind the target to the ground dealing 260 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 403 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. | 
|  Sleetmortal the pouch of voratun shots (20/20, 66-79 power, 6 apr) 3.0 T5 shot ammo [Rare] Master Power 66.0 - 79.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 20 Phasing +30% Ranged+ +20 blight +20 cold On Crit.r2 +20 cold On Crit: * Wound the target dealing 403 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. | 
|  Gloomstrider the voratun shield (0 def, 10 armour, 66-80 power, 214 block) 7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 66.5 - 79.8 Physical Uses 50% Mag, 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 Melee+ +20 nature +8 arcane +8 darkness On Hit.r1 +12 darkness On Hit: * 20% chance to reduce damage dealt by 31% While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +20% temporal Melee Ret 6 arcane 8 temporal ----- def ----- Armour +10 Fatigue +8% Resists +19% nature +15% blight Max.HP +108.00 ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Rags of the Sanctuary of power (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven Robe of the Worm of lightning (+18%) (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +7% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Aluromirek (30 def, 8 armour) 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +15.00% Dmg.mod +18% fire Acc +20 (+5 eff.) ----- def ----- Armour +8 Defense +30 (+8 eff.) Resists +6% lightning +27% fire +11% all ---------- misc Stam/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Dairemnir the hardened leather belt 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +11% lightning +16% temporal Crit.chn- 5.00% Mind.save +9 (+4 eff.) Silence- +20% Teleport- +20% A belt that goes around your waist. | 
|  Glorikira the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Resists +4% physical Spell.save +8 (+4 eff.) Die.at -20.00 life Max.HP +20.00 Heal.mod +15% Silence- +20% ---------- misc Size +1 A belt that goes around your waist. | 
|  noble's hardened leather belt of the vagrant 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +6 Cun +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Against +19% Summoned ----- def ----- D.Red.from +29% Summoned Mind.save +7 (+3 eff.) A belt that goes around your waist. | 
|  Quenchorder the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +6% lightning +9% cold Res.pen +15% cold ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  restorative elven-silk cloak of battle (3 def, 0 armour) 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -5% Resists +16% blight +14% nature HP.reg +4.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Giwyn the Charobsidian (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +18% fire Res.pen +5% light +20% fire Melee Ret 6 mind ----- def ----- Armour +4 Fatigue +3% Resists +6% fire Phys.save +10 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of dwarven-steel boots 'Blazewreath' (11 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Dmg.mod +15% fire Res.pen +10% mind +15% physical Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Armour +4 Defense +11 (+3 eff.) Fatigue +3% Resists +15% fire Evasion: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 'Pyrewoe' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% fire +12% light +9% darkness Melee Ret 8 light ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.80 Max.stam +16.00 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. | 
|  dwarven-steel gauntlets 'Zubuyawe' (20 def, 6 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+3 eff.) Melee Ret 2 physical ----- def ----- Armour +6 Defense +20 (+5 eff.) Fatigue +3% Resists +1% physical Mind.save +17 (+8 eff.) Max.HP +49.00 ---------- misc Hate/m.crit +4.00 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. | 
|  Mayeriarinn the voratun gauntlets (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Melee+ 19 darkness Dmg.mod +8% darkness ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness +15% light Die.at -80.00 life HP.reg +4.00 Confus- +20% Teleport- +20% 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 warden's voratun gauntlets (0 def, 17 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +9 Con ----- def ----- Armour +17 Hardiness +8% Fatigue +5% Resists +8% physical 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. | 
|  Smolderspitter the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +13% fire Res.pen +5% acid +10% physical Melee Ret 10 physical ----- def ----- Defense +2 (+1 eff.) Resists +3% acid +25% fire A pointy cloth hat, very wizardly... | 
|  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. | 
|  3 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. | 
|  18 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. | 
|  22 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. | 
|  38 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. | 
|  26 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. | 
|  56 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. | 
|  60 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 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  44 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. | 
|  45 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. | 
|  46 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. | 
|  5 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  5 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. | 
|  7 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  5 fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  8 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. | 
|  89 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. | 
|  strange black disk (1) 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (2) 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (3) 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  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. | 
|  powerful fungal web 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! | 
|  great fungal web 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! | 
|  potent second skin 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! | 
|  powerful second skin 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! | 
|  iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite grounding strap 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! | 
|  good waterproof coating 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! | 
|  steel rocket boots 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel rocket boots 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel grip 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! | 
|  stralite grip 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! | 
|  iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw 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. | 
|  well-made head lamp 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+3 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! | 
|  mastercraft head lamp 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+4 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! | 
|  steel mental stimulator 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  good explosive shell 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made hook shell 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Hook Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  good saw shell 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  good acid groove 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made thunderclap coating 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +60 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! | 
|  good viral injector 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! | 
| powerful fiery salve [power 26]powerful fiery salve [power 26] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Remove 2 magical effects and grants a fiery aura (26% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
| amazing fiery salve [power 34]amazing fiery salve [power 34] 1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
| powerful frost salve [power 26]powerful frost salve [power 26] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Remove 2 physical effects and grants a frost aura (26% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
| amazing frost salve [power 34]amazing frost salve [power 34] 1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
| great healing salve [power 422]great healing salve [power 422] 1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Heal 422 Puts Talent Medical Injector on 13 cooldown Medical salve. | 
| amazing healing salve [power 490]amazing healing salve [power 490] 1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Heal 490 Puts Talent Medical Injector on 13 cooldown Medical salve. | 
| amazing pain suppressor salve [power 429]amazing pain suppressor salve [power 429] 1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Let you fight up to -429 life and reduces all damage by 30% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. | 
| powerful water salve [power 26]powerful water salve [power 26] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
| amazing water salve [power 34]amazing water salve [power 34] 1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 137% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  sapper's dwarven-steel pickaxe (dig speed 22 turns) 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 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. | 
|  Emosewen [power 290]  (18 cooldown) 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +18% arcane ----- def ----- Defense +25 (+7 eff.) Resists +6% nature +3% cold Max.HP +80.00 Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride.  Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again.  By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns.  You know that this will not last forever.  You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.  The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless...  You just killed a god and gave your people the first chance to relax in thousands of years.  It's been a pretty good day.
You may continue playing and enjoy the rest of the world.  Your soldiers may want to speak with you outside...
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 Duvigrim the Whitehoof Annihilator level 17
5th Revenge 124th year of Ascendancy at 23:26 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 Duvigrim the Whitehoof Annihilator level 12
40th Retaking 124th year of Ascendancy at 16:41 see stats
 Blood on the Moon (Nightmare (Adventure) difficulty)
			Kill all of the Star Gazers within 7 game turns.
			Blood on the Moon (Nightmare (Adventure) difficulty)
			Kill all of the Star Gazers within 7 game turns.By Duvigrim the Whitehoof Annihilator level 29
36th Revenge 124th year of Ascendancy at 09:47 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Duvigrim the Whitehoof Annihilator level 30
44th Revenge 124th year of Ascendancy at 09:00 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Duvigrim the Whitehoof Annihilator level 38
28th Pain 124th year of Ascendancy at 17:48 see stats
 Imp'ing Away (Nightmare (Adventure) difficulty)
			You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.
			Imp'ing Away (Nightmare (Adventure) difficulty)
			You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Duvigrim the Whitehoof Annihilator level 50
17th Retaking 125th year of Ascendancy at 22:05 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 Duvigrim the Whitehoof Annihilator level 10
33rd Retaking 124th year of Ascendancy at 19:35 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 Duvigrim the Whitehoof Annihilator level 20
27th Revenge 124th year of Ascendancy at 08:39 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 Duvigrim the Whitehoof Annihilator level 30
43rd Revenge 124th year of Ascendancy at 23:48 see stats
 Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.By Duvigrim the Whitehoof Annihilator level 40
29th Pain 124th year of Ascendancy at 22:31 see stats
 Level 50 (Nightmare (Adventure) difficulty)
			Got a character to level 50.
			Level 50 (Nightmare (Adventure) difficulty)
			Got a character to level 50.By Duvigrim the Whitehoof Annihilator level 50
48th Destruction 124th year of Ascendancy at 11:32 see stats
 One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Duvigrim the Whitehoof Annihilator level 50
32nd Remembrance 125th year of Ascendancy at 16:51 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 Duvigrim the Whitehoof Annihilator level 35
9th Pain 124th year of Ascendancy at 09:56 see stats
 Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Adventure) difficulty)
			Did over 1500 damage in one attack.By Duvigrim the Whitehoof Annihilator level 43
13rd Destruction 124th year of Ascendancy at 19:42 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 Duvigrim the Whitehoof Annihilator level 27
35th Revenge 124th year of Ascendancy at 04:45 see stats
 The Dead God Rests (Nightmare (Adventure) difficulty)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.
			The Dead God Rests (Nightmare (Adventure) difficulty)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Duvigrim the Whitehoof Annihilator level 50
17th Retaking 125th year of Ascendancy at 17:35 see stats
 The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Duvigrim the Whitehoof Annihilator level 38
29th Pain 124th year of Ascendancy at 22:31 see stats
 This will make a big Omelette! (Nightmare (Adventure) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette! (Nightmare (Adventure) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Duvigrim the Whitehoof Annihilator level 21
28th Revenge 124th year of Ascendancy at 10:27 see stats
 Total Annihilation: Redundancy (Nightmare (Adventure) difficulty)
			Wield the Annihilator as an Annihilator.
			Total Annihilation: Redundancy (Nightmare (Adventure) difficulty)
			Wield the Annihilator as an Annihilator.By Duvigrim the Whitehoof Annihilator level 50
32nd Remembrance 125th year of Ascendancy at 17:44 see stats
 Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Duvigrim the Whitehoof Annihilator level 43
4th Destruction 124th year of Ascendancy at 21:53 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Duvigrim the Whitehoof Annihilator level 15
52nd Retaking 124th year of Ascendancy at 06:29 see stats
Log
There is an item here: Cloth of Dreams (10 def, 0 armour)
There is an item here: Planar Beacon
There is an item here: Stimulus
There is an item here: Snow Giant Wraps (0 def, 2 armour)
There is an item here: Star (10-13 power, 0 apr)
There is an item here: Robe of Force (12 def, 8 armour)
There is an item here: Cap of the Undisturbed Mind (-10 def, 0 armour)
There is an item here: Cautery Sword (40-56 power, 10 apr)
There is an item here: Visage of Nektosh (4 def, 8 armour)
There is an item here: Overseer (17-19 power, 27 apr, mind damage)
There is an item here: Plague-Fire Sceptre (24-29 power, 4 apr, physical element)
There is an item here: Bloomsoul (8-9 power, 13 apr, nature damage)
There is an item here: Therapeutic Platemail (4 def, 10 armour)
There is an item here: Stormfront (30-45 power, 15 apr)
There is an item here: Silent Blade (25-32 power, 10 apr)
There is an item here: Umbral Razor (25-32 power, 10 apr)
There is an item here: Eye of Winter (8-9 power, 18 apr, cold damage)
There is an item here: Ritch Claws (0 def, 6 armour)
There is an item here: Rod of Entropy (1/1)
Today is the 31st Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Ran for 3 turns (stop reason: object seen).
Duvigrim picks up (  .): Threads of Fate (10 def, 0 armour).
You transfer Threads of Fate (10 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.





















































