









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Orcs | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Archmage (High Thaumaturgist) | 
| Level / Exp | 33 / 52% | 
| Size | big | 
| Lifes / Deaths | Killed by Yeti Patriarch at level 8 on the 38th Retaking 124th year of Ascendancy at 06:220 / 7 Killed by High Guard Talosis at level 11 on the 7th Revenge 124th year of Ascendancy at 17:14 Killed by anorithil at level 13 on the 19th Revenge 124th year of Ascendancy at 21:34 Killed by Zubiralaith the sewer alligator at level 15 on the 50th Revenge 124th year of Ascendancy at 10:08 Killed by Xeratta the whitehoof ghoul at level 28 on the 37th Pain 124th year of Ascendancy at 01:26 Killed by Mindwall at level 33 on the 6th Loss 124th year of Ascendancy at 23:39 Killed by Mindwall at level 33 on the 7th Loss 124th year of Ascendancy at 02:26 | 
Primary Stats
| Strength | 14 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 15 (base 10) | 
| Magic | 77 (base 60) | 
| Willpower | 71 (base 56) | 
| Cunning | 33 (base 22) | 
Resources
| Life | -180/533 | 
| Mana | 108/712 | 
| Steam | 70/100 | 
| Healing Factor | 1.0460311219418 | 
| Regeneration | 6.537694512136 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 9 | 
| See Stealth | 35 | 
| See Invisible | 35 | 
Offense: Mainhand
| Damage | 27 | 
| Accuracy | 5 | 
| Crit Chance | 10% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 56 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 36 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +24% | 
| Light | +12% | 
| Lightning | +63% | 
| Cold | +25% | 
| Arcane | +25% | 
| Fire | +25% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +32% | 
| Fire | +32% | 
| Arcane | +32% | 
| Cold | +32% | 
| All | +7% | 
Defense: Base
| Armour (hardiness) | 21 (30%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 45 | 
| Mental Save | 34 | 
Defense: Resistances
| Darkness | + 32%( 70%) | 
| Physical | + 15%( 70%) | 
| Nature | + 12%( 70%) | 
| Lightning | + 20%( 70%) | 
| Arcane | + 18%( 70%) | 
| Cold | + 18%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Confusion Resistance | 100% | 
| Poison Resistance | 50% | 
| Blind Resistance | 100% | 
| Silence Resistance | 30% | 
| Bleed Resistance | 50% | 
| Disarm Resistance | 71% | 
| Pinning Resistance | 38% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 61% | 
Inscriptions (4/4)
| 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 163% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (61 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Meta | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Thaumaturgy | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Earth | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active | 
| 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 giants have breached the mountain-side of Kruk pride!Homeland They are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| 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 | 
| You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon.Yeti Reinforcements Wild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 |  Lightninggrind (0 def, 3 armour) 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +4 Cun dps ---------- Crit.mult +5.00% Dmg.mod +18% lightning ----- def ----- Armour +3 Crit.chn- 15.00% Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Infravis +3 Talents +3 Rocket Boots A pair of boots made of leather. | 
| Light source |  Light of Revelation 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. | 
| On head |  Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-9 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (+0 eff.) Resists +10% cold +10% darkness +10% arcane Silence- +30% 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. | 
| Tool |  soothing yew wand of shielding [power 296]  (20 cooldown) 2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
| On fingers |  Wheel of Fate 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +12 Mag +6 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 25 light Ranged+ 25 light Dmg.mod +12% light +9% acid ----- def ----- Armour +4 Resists +3% nature +3% physical Spell.save +9 (+3 eff.) Max.HP +29.00 Disarm- +31% Pinning- +38% Knockbk- +31% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
| Around waist |  hardened leather belt 'Aerorion' 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Dmg.mod +15% acid ----- def ----- Armour +6 Resists +4% physical Spell.save +8 (+3 eff.) Disease- +20% ---------- misc Size +1 A belt that goes around your waist. | 
| In main hand |  shimmering yew magestaff of power (20-24 power, 4 apr, lightning element) 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% Against +21% Undead +21% Demon +21% Horror While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% lightning ---------- misc Mana/turn +0.10 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  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 Talents +3 Voltaic Sentry Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. | 
| Main armor |  woollen robe of Linaniil (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +9% all HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% ---------- misc Mana/turn +0.14 Max.mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  enveloping cashmere cloak of implacability (10 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +10 (+10 eff.) Resists +12% lightning Phys.save +15 (+8 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
Inventory
|  medical injector implant (efficiency 80% / cooldown 58%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 58%. 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 duelist (steam 5) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  blink rune of the duelist (range 4; phase 14; cd 14) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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. | 
|  ethereal rune of the wizard (power 20; resist 34%; move 40%; dur 5; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 40% faster, and you are invisible (power 20). Its effects scale with your Magic stat. 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 28; cd 21) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 28 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. | 
|  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. | 
|  2 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. | 
|  schematic: Flare 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: 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: 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. | 
|  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: Mana Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  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: Saw Projector 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: 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: Shocking Edge 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: 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: Silver Filigree 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: Toxic Cannister Launcher 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: Waterproof 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. | 
|  stralite amulet of manastreaming 0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- S.pwr/crit +4 ---------- misc Mana/turn +0.29 Max.mana +24.00 Amulets make your neck look great! | 
|  pixie's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +8 (+3 eff.) Acc +8 (+8 eff.) Apr +8 ----- def ----- Defense +7 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  steel ring of pilfering 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+8 eff.) Apr +9 ----- def ----- Defense +7 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  rogue's stralite ring of pilfering 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Cun dps ---------- Acc +10 (+10 eff.) Apr +8 ----- def ----- Defense +14 (+14 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
|  cruel elm vilestaff of might (10-12 power, 2 apr, acid element) 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Eclipse (18-22 power, 4 apr, darkness element) 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. | 
|  Furnacegore the ash vilestaff (15-18 power, 3 apr, darkness element) 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +9% blight +6% fire +15% darkness Res.pen +10% blight Phasing +16% ----- def ----- Armour +4 Hardiness +4% Defense +12 (+12 eff.) Shield.pwr +7% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Stormfront (30-45 power, 15 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. | 
|  Umbral Razor (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 121.46 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. | 
|  Swordbreaker (25-32 power, 20 apr) 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+15 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. | 
|  The Lumberator (27-40 power, 19 apr) 3.0 T3 steamsaw 1H weapon Reqs Str 24 [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+4 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" | 
|  Talosis' Counterpoint 4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+5 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. | 
|  Black Mesh (8 def, 2 armour, 120 block) 7.0 T3 shield armor Reqs Shield usage training Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+8 eff.) Rng.Def +8 (+8 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. | 
|  stargazer's Rags of the Sanctuary (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +6% darkness ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant Robe of the Worm of nature (+16%) (0 def, 0 armour) 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +18% nature ----- def ----- Resists +16% nature +7% all Poison- +25% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  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 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+12 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 39.73 to 49.67 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. | 
|  Therapeutic Platemail (4 def, 10 armour) 12.0 T2 massive armor Reqs Massive armour training Str 22 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +4 (+4 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. | 
|  Jaw of Rogroth 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. | 
|  Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Armour +2 Defense +9 (+9 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
|  resilient kruk cloak (0 def, 0 armour) 2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Max.HP +32.00 A stylish kruk-style cloak, to look awesome. | 
|  Duathelbreaker (2 def, 8 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Wil +4 Cun +1 Con ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +6% darkness +21% cold Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  cashmere cloak of implacability (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Phys.save +5 (+3 eff.) Mind.save +7 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  resilient cashmere cloak of Eldoral (2 def, 0 armour) 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +3 Cun +1 Dex ----- def ----- Defense +2 (+2 eff.) Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  traveler's pair of rough leather boots of spellbinding (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Spell.cld 10% A pair of boots made of leather. | 
|  rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 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. | 
|  Assassin's Surprise (0 def, 4 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 10 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 30 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. | 
|  dwarven-steel gauntlets 'Squalorfist' (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun dps ---------- Dmg.mod +3% nature +9% mind Res.pen +5% nature +5% mind Melee Ret 2 nature ----- def ----- Armour +2 Fatigue +3% Resists +9% nature +6% lightning Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  clarifying linen wizard hat of nature (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature Mind.save +7 (+4 eff.) A pointy cloth hat, very wizardly... | 
|  thaloren rough leather hat of dexterity (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Dex +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Mind.save +6 (+3 eff.) A hat made of leather. Very stylish. | 
|  cashmere wizard hat 'Blindhack' (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +6% mind Melee Ret 4 light ----- def ----- Defense +2 (+2 eff.) Resists +9% fire +15% mind +8% cold A pointy cloth hat, very wizardly... | 
|  Yeti Mind Controller (0 def, 3 armour) 2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. | 
|  Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  Crown of Command (3 def, 6 armour) 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. | 
|  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. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. | 
|  13 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. | 
|  3 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. | 
|  6 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  12 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. | 
|  18 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. | 
|  17 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  22 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. | 
|  13 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. | 
|  23 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. | 
|  43 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. | 
|  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. | 
|  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. | 
|  dwarven steel armour reinforcement 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel kinetic stabiliser 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+5 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% 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 focus lens 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel mental stimulator 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! | 
|  Yeti's Psychoportation Beacon 0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. | 
| powerful frost salve [power 25]powerful frost salve [power 25] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| powerful healing salve [power 347]powerful healing salve [power 347] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Heal 347 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
| powerful pain suppressor salve [power 301]powerful pain suppressor salve [power 301] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Let you fight up to -301 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. | 
|  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. | 
|  piercing dwarven-steel torque of clear mind [power 2]  (25 cooldown) 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Beloselaith the Hellstrider [power 182]  (15 cooldown) 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Str +3 Mag +2 Con dps ---------- Dmg.mod +6% fire ---------- misc See.Invis +6 Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (296 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  piercing ash wand of shielding [power 176]  (20 cooldown) 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  supercharged ash wand of shielding [power 212]  (24 cooldown) 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown 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! | 
|  Forbidden Tome: "A View From The Gallery" 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. | 
Achievements
 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 Falasin the Orc Archmage level 13
20th Revenge 124th year of Ascendancy at 13:53 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 Falasin the Orc Archmage level 32
32nd Dearth 124th year of Ascendancy at 23:12 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Falasin the Orc Archmage level 30
44th Pain 124th year of Ascendancy at 16:11 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 Falasin the Orc Archmage level 10
38th Retaking 124th year of Ascendancy at 08:07 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 Falasin the Orc Archmage level 20
3rd Pain 124th year of Ascendancy at 09:41 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 Falasin the Orc Archmage level 30
43rd Pain 124th year of Ascendancy at 10:53 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 Falasin the Orc Archmage level 24
23rd Pain 124th year of Ascendancy at 22:51 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 Falasin the Orc Archmage level 23
23rd Pain 124th year of Ascendancy at 08:23 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Falasin the Orc Archmage level 19
3rd Pain 124th year of Ascendancy at 06:55 see stats
Log
Falasin casts Flame.
Mindwall's mind surges with critical power!
Mindwall is on fire!
Falasin casts Flame.
Falasin's spell attains critical power!
Falasin casts Chain Lightning.
Falasin's spell attains critical power!
Mindwall forges a dream shield to block the attack!
Falasin succumbs to the nightmare!
Mindwall converts some damage to Psi!
Mindwall hits Falasin for 14 mind damage.
Waking Nightmare from Mindwall hits Falasin for 20 darkness damage.
Multicaster hits Mindwall for (23 blocked), (134 resonance), 46 to psi, 54 lightning (101 total damage).
Falasin hits Mindwall for (15 resonance), 5 to psi, 6 fire, (14 resonance), 5 to psi, 6 cold, (17 resonance), 6 to psi, 7 lightning, (15 resonance), 5 to psi, 6 arcane, (14 resonance), 5 to psi, 6 fire, (13 resonance), 4 to psi, 5 cold, (16 resonance), 5 to psi, 6 lightning, (14 resonance), 5 to psi, 6 arcane (89 total damage).
Mindwall converts some damage to Psi!
Mindwall receives 9 healing (13 psi heal).
Burning from Falasin hits Mindwall for (10 resonance), 3 to psi, 4 fire, (9 resonance), 3 to psi, 4 cold, (22 blocked), 0 lightning, (10 resonance), 3 to psi, 4 arcane (21 total damage).
Arcane Vortex from Mirror Image (Falasin) hits Mindwall for (6 resonance), 2 to psi, 2 arcane (4 total damage).
Mindwall uses Hammer Toss.
Talent Lightning is ready to use.
Talent Arcane Vortex is ready to use.
Waking Nightmare from Mindwall hits Falasin for 20 darkness damage.
Mindwall's Hammer Toss performs a melee critical strike against Falasin!
Falasin is free from the nightmare.
Falasin roars with rage shaking off 1 mental debuffs!
Mindwall's Hammer Toss hits Falasin for 647 physical damage.
Falasin the level 33 orc archmage was maimed to death by Mindwall on level 1 of Internment Camp.
You carry too much--you are encumbered!
Drop some of your items.


































































