







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.5This 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 1.5.0Official 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:
 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Whitehoof | 
| Class | Berserker | 
| Level / Exp | 15 / 11% | 
| Size | medium | 
| Lifes / Deaths | Killed by Grgglck the Devouring Darkness at level 15 on the 39th Retaking 124th year of Ascendancy at 04:044 / 1 | 
Primary Stats
| Strength | 51 (base 34) | 
| Dexterity | 10 (base 11) | 
| Constitution | 30 (base 27) | 
| Magic | 24 (base 10) | 
| Willpower | 12 (base 10) | 
| Cunning | 11 (base 10) | 
Resources
| Life | 512/512 | 
| Stamina | 147/147 | 
| Healing Factor | 1.25 | 
| Regeneration | 5.5844337206066 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 86 | 
| Accuracy | 36 | 
| Crit Chance | 15% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +15% | 
| Darkness | +15% | 
Offense: Damage Penetration
| Physical | +10% | 
| Darkness | +10% | 
Defense: Base
| Armour (hardiness) | 7 (30%) | 
| Defense | 3 | 
| Ranged Defense | 3 | 
| Fatigue | 3 | 
| Physical Save | 32 | 
| Spell Save | 12 | 
| Mental Save | 21 | 
Defense: Resistances
| Darkness | + 20%( 70%) | 
| Temporal | + 7%( 70%) | 
| Cold | + 12%( 70%) | 
| Fire | + 11%( 70%) | 
| Lightning | + 5%( 70%) | 
Defense: Immunities
| Stun Resistance | 0% | 
| Bleed Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Silence Resistance | 50% | 
Inscriptions (2/3)
| Runes | Effective talent level: 1.0Rune: Heat Beam Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. | 
Class Talents
| Technique / Berserker's strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Bloodthirst | 1.20 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Whitehooves | 1.00 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
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. | active | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis | 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 | 
| 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. | active | 
| 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 |  grounding pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 52, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 89.70 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
| On head |  rough leather hat of strength (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. | 
| On fingers |  psionicist's copper ring 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. | 
| Around waist |  rough leather belt of life 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. | 
| In main hand |  truestriking dwarven-steel battleaxe of the mystic (32-48 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +10 (+5 eff.) Res.pen +10% physical Acc +9 (+4 eff.) Apr +12 Massive two-handed battleaxes. | 
| Main armor |  linen robe of protection (2 def, 3 armour) 2.0 T1 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+2 eff.) Phys.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  insulating copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +12% cold Amulets can have magical properties. | 
Inventory
|  healing infusion of the duelist (heal 45) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  healing infusion of the psychic (heal 52) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 52 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  regeneration infusion (heal 60 over 5 turns) 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  regeneration infusion of the wizard (heal 237 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  wild infusion (resist 12%; cure magical) 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  wild infusion of the psychic (resist 12%; cure magical) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  phase door rune (range 10; power 15; dur 5) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  schematic: Corrosive Shell 0.1 T1 schematic scroll Reqs Create Tinker [Normal] LIGHT_GREEN Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fungal Web 0.1 T1 schematic scroll Reqs Create Tinker [Normal] LIGHT_GREEN Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  marksman's gold ring of power 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+2 eff.) Acc +8 (+3 eff.) Rings can have magical properties. | 
|  sneakthief's gold ring of pilfering 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +7 Dex dps ---------- Acc +17 (+6 eff.) Apr +7 ----- def ----- Defense +9 (+9 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 135% 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 can have magical properties. | 
|  Falekath (34-51 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 mind On Hit: * 24% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Mind.save +12 (+6 eff.) Blind- +10% Disease- +20% Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. | 
|  thought-forged dwarven-steel dagger of erosion (21-27.3 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Psionic Power 21.0 - 27.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 temporal +4 mind +8 nature On Hit: * 11% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. | 
|  iron greatsword (16-25.6 power, 1 apr) 3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. | 
|  iron greatsword of paradox (15-24 power, 1 apr) 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 temporal While equipped: dps ---------- Melee Ret 9 temporal ----- def ----- Resists +7% temporal Massive two-handed swords. | 
|  cruel yew magestaff of illumination (20-24 power, 4 apr, arcane element) 5.0 T3 staff 2H weapon [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane On Hit (Melee): * 9% chance to blind ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 69.72 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  potent ash starstaff of might (19-22.8 power, 3 apr, light element) 5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +8 (+4 eff.) Dmg.mod +19% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  dwarven-steel steamgun of true shot 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  grounding rough leather belt of transcendence 1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. | 
|  verdant woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Poison- +24% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Stralite Sand Shredder (0 def, 1 armour) 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  stabilizing iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. | 
|  troll-hide cured leather armour (2 def, 4 armour) 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.40 Heal.mod +10% A suit of armour made of leather. | 
|  Therapeutic Platemail (4 def, 10 armour) 12.0 T2 massive armor Reqs Heavy Armour Training 3 [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+9 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. | 
|  steel shield (6 def, 2 armour, 38 block) 7.0 T2 shield armor Reqs Heavy Armour Training 2 [Normal] While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. | 
|  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. | 
|  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. | 
|  2 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tower Detonator 0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. | 
|  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. | 
|  Yeti's Muscle Tissue (Patriarch) 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  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. | 
|  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. | 
|  3 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. | 
|  2 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 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. | 
Achievements
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By DeathCharge the Whitehoof Berserker level 11
21st Retaking 124th year of Ascendancy at 00:22 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By DeathCharge the Whitehoof Berserker level 10
19th Retaking 124th year of Ascendancy at 00:53 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By DeathCharge the Whitehoof Berserker level 10
19th Retaking 124th year of Ascendancy at 03:03 see stats
Log
DeathCharge performs a melee critical strike against Grgglck's Tentacle!
Grgglck's Tentacle resists the terror!
DeathCharge hits Grgglck's Tentacle for 39 physical damage.
Grgglck's Tentacle hits DeathCharge for 41 physical damage.
DeathCharge is not stunned anymore.
Talent Warshout is ready to use.
Talent Rush is ready to use.
Grgglck the Devouring Darkness uses Invoke Tentacle.
Grgglck the Devouring Darkness spawns one of its tentacles!
Grgglck's Tentacle resists the terror!
DeathCharge hits Grgglck's Tentacle for 55 physical damage.
Grgglck's Tentacle hits DeathCharge for 45 physical damage.
DeathCharge is dazed!
DeathCharge is not dazed anymore.
Grgglck's Tentacle hits DeathCharge for 38 physical damage.
Grgglck the Devouring Darkness casts Moonlight Ray.
Grgglck the Devouring Darkness hits DeathCharge for 103 darkness damage.
DeathCharge the level 15 whitehoof berserker was swallowed by the void to death by Grgglck the Devouring Darkness on level 1 of Ruins of a lost city.
You have 4 life(s) left.
DeathCharge deactivates Berserker Rage.
DeathCharge's rage subsides!
DeathCharge is free from the hex.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Grgglck the Devouring Darkness killed DeathCharge!
Saving done.







































