Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 | 
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Marksman 1.4.9A complete rework for Archer. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Inferno Race Pack 1.4.0Adds a collection of my races. Ashes of Urh'Rok 1.4.0Official 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:
 astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
 ZOmnibus Addon Pack 1.4.0Combines 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: Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Cornac | 
| Class | Sawbutcher | 
| Level / Exp | 26 / 94% | 
| Size | big | 
| Lifes / Deaths | Killed by Ggekic the halfling at level 7 on the 7th Mirth 122nd year of Ascendancy at 21:30/ 42 Killed by Ikndek the dwarf at level 7 on the 3rd Flare 122nd year of Ascendancy at 07:51 Killed by Ce'Nimina the ghast at level 14 on the 32nd Haze 122nd year of Ascendancy at 17:49 Killed by red crystal at level 14 on the 32nd Haze 122nd year of Ascendancy at 19:10 Killed by Aeradhewyn the black crystal at level 14 on the 32nd Haze 122nd year of Ascendancy at 19:40 Killed by devourer at level 15 on the 33rd Haze 122nd year of Ascendancy at 19:34 Killed by blade horror at level 15 on the 34th Haze 122nd year of Ascendancy at 02:21 Killed by Weirdling Beast at level 15 on the 34th Haze 122nd year of Ascendancy at 07:40 Killed by Urkis, the High Tempest at level 16 on the 37th Haze 122nd year of Ascendancy at 15:57 Killed by Urkis, the High Tempest at level 16 on the 37th Haze 122nd year of Ascendancy at 16:50 Killed by snow giant at level 17 on the 37th Haze 122nd year of Ascendancy at 20:34 Killed by Lisirin the snow giant at level 17 on the 37th Haze 122nd year of Ascendancy at 23:10 Killed by Rrear the human at level 17 on the 40th Haze 122nd year of Ascendancy at 07:03 Killed by Glalle the bone giant at level 17 on the 47th Haze 122nd year of Ascendancy at 01:05 Killed by armoured skeleton warrior at level 17 on the 47th Haze 122nd year of Ascendancy at 02:21 Killed by skeleton archer at level 17 on the 47th Haze 122nd year of Ascendancy at 02:49 Killed by Betena the skeleton magus at level 17 on the 47th Haze 122nd year of Ascendancy at 04:54 Killed by Forgery of Haze (Celia) at level 18 on the 47th Haze 122nd year of Ascendancy at 08:13 Killed by Celia at level 18 on the 47th Haze 122nd year of Ascendancy at 08:33 Killed by Aranne the warg at level 18 on the 54th Haze 122nd year of Ascendancy at 11:36 Killed by Nereda the rogue at level 18 on the 54th Haze 122nd year of Ascendancy at 13:59 Killed by Rcden at level 19 on the 65th Haze 122nd year of Ascendancy at 02:27 Killed by Bethawyn the snow giant boulder thrower at level 20 on the 78th Haze 122nd year of Ascendancy at 23:18 Killed by Bethawyn the snow giant boulder thrower at level 20 on the 79th Haze 122nd year of Ascendancy at 01:00 Killed by snow giant boulder thrower at level 20 on the 79th Haze 122nd year of Ascendancy at 08:49 Killed by dredge at level 22 on the 1st Decay 122nd year of Ascendancy at 05:20 Killed by Chronolith Clone at level 22 on the 1st Decay 122nd year of Ascendancy at 20:12 Killed by Belidhenor the skeleton master archer at level 23 on the 8th Decay 122nd year of Ascendancy at 09:41 Killed by elven elite warrior at level 24 on the 5th Allure 123rd year of Ascendancy at 08:03 Killed by Betyrinn the elven mage at level 24 on the 5th Allure 123rd year of Ascendancy at 19:22 Killed by Mayygadhessra the ogre mauler at level 24 on the 5th Allure 123rd year of Ascendancy at 23:38 Killed by elven cultist at level 25 on the 6th Allure 123rd year of Ascendancy at 07:16 Killed by elven cultist at level 25 on the 6th Allure 123rd year of Ascendancy at 11:53 Killed by elven cultist at level 25 on the 6th Allure 123rd year of Ascendancy at 19:14 Killed by elven blood mage at level 25 on the 6th Allure 123rd year of Ascendancy at 23:41 Killed by Xerota the elven tempest at level 26 on the 7th Allure 123rd year of Ascendancy at 04:13 Killed by Aerinne the Guardian at level 26 on the 4th Regrowth 123rd year of Ascendancy at 05:42 Killed by fiery orc wyrmic at level 26 on the 4th Regrowth 123rd year of Ascendancy at 08:32 Killed by Bethykira the Guardian at level 26 on the 4th Regrowth 123rd year of Ascendancy at 18:08 Killed by Cyrymira the Guardian at level 26 on the 4th Regrowth 123rd year of Ascendancy at 20:57 Killed by Layama the fire wyrm at level 26 on the 59th Regrowth 123rd year of Ascendancy at 01:56 Killed by Rcden at level 26 on the 59th Regrowth 123rd year of Ascendancy at 02:20 | 
Primary Stats
| Strength | 73 (base 57) | 
| Dexterity | 12 (base 10) | 
| Constitution | 29 (base 11) | 
| Magic | 10 (base 10) | 
| Willpower | 41 (base 10) | 
| Cunning | 58 (base 52) | 
Resources
| Life | 621/621 | 
| Healing Factor | 1.32 | 
| Regeneration | 8.712 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 2 | 
| See Stealth | 15 | 
| See Invisible | 15 | 
Offense: Mainhand
| Damage | 107 | 
| Accuracy | 46 | 
| Crit Chance | 21% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 50 | 
| Accuracy | 46 | 
| Crit Chance | 20% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 43 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 40 (80%) | 
| Defense | 29 | 
| Ranged Defense | 29 | 
| Fatigue | 6 | 
| Physical Save | 47 | 
| Spell Save | 23 | 
| Mental Save | 37 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Pinning Resistance | 90% | 
| Confusion Resistance | 30% | 
| Silence Resistance | 30% | 
| Stun Resistance | 56% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (3/3)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength 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 153% efficiency and cooldown mod of 85%. Its effects scale with your Strength 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 152% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. | 
Class Talents
| Steamtech / Battle machinery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Butchery | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Battlefield management | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Tempest of Metal | 
| talent | Overheat Saws | 
| 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
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You successfully escorted the injured seer to the recall portal on level 3 of Trollmire.Escort: injured seer (level 3 of Trollmire) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire.Escort: lost anorithil (level 2 of Trollmire) As a reward you improved Willpower by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair.Escort: lost anorithil (level 3 of Norgos Lair) As a reward you improved Willpower by +2. | done | 
| You failed to protect the lost sun paladin from death by weaver young.Escort: lost sun paladin (level 1 of Old Forest) | failed | 
| You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest.Escort: lost tinker (level 3 of Old Forest) | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bear paw. * You've found the needed mummified bone. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed sandworm tooth. * You've found the needed vial of greater demon bile. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | undeterred pair of hardened leather boots of invasion (0 def, 3 armour)undeterred pair of hardened leather boots of invasion (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +3 Fatigue: +3% Changes resistances penetration: +8% physical Silence immunity: +30% Confusion immunity: +20% Stun/Freeze immunity: +36% A pair of boots made of leather. | 
| Light source | alchemist's lamp 'Chomas'alchemist's lamp 'Chomas' Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex / +1 Con Changes resistances: +7% temporal / +7% cold Physical save: +12 (+4 eff.) Light radius: +3 Defense after a teleport: +14 Resist all after a teleport: +15% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head | Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+5 eff.) Blindness immunity: +100% Light radius: +5 Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. | 
| On hands | Vitriolic Punch (4 def, 2 armour)Vitriolic Punch (4 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Damage (Melee): 10 acid Changes resistances: +10% acid / +10% nature / +10% lightning Changes damage: +10% acid / +10% nature / +10% lightning Talent granted: +3 Spring Grapple When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 87% When this weapon hits: Acid Breath (3% chance level 2). When this weapon hits: Poison Breath (3% chance level 2). When this weapon hits: Lightning Breath (3% chance level 2). Foul smelling gauntlets made from hardened hydra leather. | 
| Tool | Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 67 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
| On fingers | BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. | 
| On fingers | Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around neck | Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 236 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
| In main hand | reinforced stralite steamsaw of purging (30-45 power, 19 apr)reinforced stralite steamsaw of purging (30-45 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +76 On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +5 nature Burst (radius 1) on hit: +60 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +12 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! | 
| Around waist | rough leather belt of transcendencerough leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% Maximum encumbrance: +30 Physical save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. | 
| In off hand | chilling dwarven-steel steamsaw of reflection (24-36 power, 14 apr)chilling dwarven-steel steamsaw of reflection (24-36 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 24.0 - 36.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +52 Damage (Melee): +6 cold Burst (radius 1) on hit: +36 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +10% light / +13% darkness Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! | 
| Cloak | Cloudparry the cashmere cloak (2 def, 0 armour)Cloudparry the cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze Changes resistances: +6% mind / +12% lightning Changes resistances penetration: +7% arcane / +5% mind Changes damage: +11% arcane / +3% mind Critical mult.: +19.00% Stun/Freeze immunity: +20% Maximum mana: +35.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | Spider-Silk Robe of Spydrë (10 def, 19 armour)Spider-Silk Robe of Spydrë (10 def, 19 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +19 Armour Hardiness: +50% Defense: +10 (+5 eff.) Fatigue: +2% Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
Inventory
| healing infusion (heal 50)healing infusion (heal 50) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| Rune of the Rift (314.00 temporal damage, removed from time 4 turns)Rune of the Rift (314.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 314.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
| Angolwen Academy Training TokenAngolwen Academy Training Token Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) | 
| Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
| Shard of InsanityShard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 16% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. | 
| NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 26 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
| Sharktooth Trident (20-32 power, 10 apr)Sharktooth Trident (20-32 power, 10 apr) Requires: - Strength 20 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical bleed Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour Hardiness: +10% Talent mastery: +0.20 Wild-curse / Shark aspect Physical save: +10 (+4 eff.) This blue-steel trident is studded with sharp shark teeth. Tridents use the exotic weapons mastery talent. | 
| Pinwheel (13-19.5 power, 10 apr)Pinwheel (13-19.5 power, 10 apr) Requires: - Strength 18 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 100% Block value: +50 On weapon hit: * 15% chance to pin the target Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Fatigue: +7% Talent granted: +1 Block "Create new, exciting connections in other people's lives, such as between their feet and the floor!" | 
| Eldoral Last ResortEldoral Last Resort Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. | 
| FlashpointFlashpoint Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 100% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" | 
| Firewalker (8 def, 2 armour)Firewalker (8 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Armour Hardiness: +0% Defense: +8 (+4 eff.) Fatigue: +0% Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. | 
| Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. | 
| Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Armour Hardiness: +0% Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 54.68 to 164.03 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
| cashmere cloak 'Blindwinter' (2 def, 0 armour)cashmere cloak 'Blindwinter' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +9% light / +0% lightning Changes resistances penetration: +5% arcane Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
| Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) Light radius: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
| 7 agate7 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. | 
| 7 spinel7 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 6 ametrine6 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 5 citrine5 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 2 zircon2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 4 aquamarine4 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 6 opal6 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. | 
| 5 topaz5 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 10 amethyst10 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| onyxonyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. | 
| 3 lapis lazuli3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 2 emerald2 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 4 garnet4 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
| 3 quartz3 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
| sapphiresapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| jadejade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| amberamber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 225 alchemist agate225 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. | 
| Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
| Automated Portable ExtractorAutomated Portable Extractor Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. | 
| simple frost salve [power 17]simple frost salve [power 17] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 153% efficiency and 85% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| great healing salve [power 385]great healing salve [power 385] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 153% efficiency and 85% cooldown modifier. It can be used to heal 385, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| great pain suppressor salve [power 336]great pain suppressor salve [power 336] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 153% efficiency and 85% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -336 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. | 
Achievements
 A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Exploration mode)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Rcden the Cornac Sawbutcher level 16
34th Haze 122nd year of Ascendancy at 08:55 see stats
 Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Exploration mode)
			Killed Ben Cruthdar the Cursed.By Rcden the Cornac Sawbutcher level 9
67th Dusk 122nd year of Ascendancy at 13:43 see stats
 Earth Master (Exploration mode)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Exploration mode)
			Killed Harkor'Zun and unlocked Stone magic.By Rcden the Cornac Sawbutcher level 17
38th Haze 122nd year of Ascendancy at 08:51 see stats
 Exterminator (Exploration mode)
			Killed 1000 creatures.
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Rcden the Cornac Sawbutcher level 18
55th Haze 122nd year of Ascendancy at 00:35 see stats
 Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Exploration mode)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Rcden the Cornac Sawbutcher level 16
37th Haze 122nd year of Ascendancy at 17:40 see stats
 Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Exploration mode)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rcden the Cornac Sawbutcher level 16
34th Haze 122nd year of Ascendancy at 09:01 see stats
 Level 10 (Exploration mode)
			Got a character to level 10.
			Level 10 (Exploration mode)
			Got a character to level 10.By Rcden the Cornac Sawbutcher level 10
7th Haze 122nd year of Ascendancy at 20:39 see stats
 Level 20 (Exploration mode)
			Got a character to level 20.
			Level 20 (Exploration mode)
			Got a character to level 20.By Rcden the Cornac Sawbutcher level 20
65th Haze 122nd year of Ascendancy at 05:42 see stats
 Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Exploration mode)
			Rescued the merchant from the assassin lord.By Rcden the Cornac Sawbutcher level 8
9th Flare 122nd year of Ascendancy at 18:24 see stats
 Size matters (Exploration mode)
			Did over 600 damage in one attack.
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Rcden the Cornac Sawbutcher level 24
9th Decay 122nd year of Ascendancy at 21:35 see stats
 That was close (Exploration mode)
			Killed your target while having only 1 life left.
			That was close (Exploration mode)
			Killed your target while having only 1 life left.By Rcden the Cornac Sawbutcher level 18
54th Haze 122nd year of Ascendancy at 11:36 see stats
 The Arena (Exploration mode)
			Unlocked Arena mode.
			The Arena (Exploration mode)
			Unlocked Arena mode.By Rcden the Cornac Sawbutcher level 7
77th Pyre 122nd year of Ascendancy at 18:05 see stats
 The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Exploration mode)
			Learned the five chapters of the Legend of Garkul.By Rcden the Cornac Sawbutcher level 16
34th Haze 122nd year of Ascendancy at 08:55 see stats
 The secret city (Exploration mode)
			Discovered the truth about mages.
			The secret city (Exploration mode)
			Discovered the truth about mages.By Rcden the Cornac Sawbutcher level 13
22nd Haze 122nd year of Ascendancy at 06:59 see stats
 The sky is falling! (Exploration mode)
			Saw a huge meteor falling from the sky.
			The sky is falling! (Exploration mode)
			Saw a huge meteor falling from the sky.By Rcden the Cornac Sawbutcher level 20
79th Haze 122nd year of Ascendancy at 18:28 see stats
 Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Rcden the Cornac Sawbutcher level 19
55th Haze 122nd year of Ascendancy at 10:08 see stats
Log
Layama the fire wyrm shrugs off the effect 'Poison'!
Layama the fire wyrm steals life from Rcden!
Rcden damages himself through Martyrdom!
Rcden HEALS from nature damage!
Layama the fire wyrm hits Rcden for 151 physical, , 1 nature, 0 nature, 11 fire, 167 physical (330 total damage).
Rcden hits Layama the fire wyrm for 41 healing, 25 nature, 4 nature, 3 healing, 1 healing, 25 nature, 4 nature (58 total damage) [45 healing].
Rcden the level 26 cornac sawbutcher was punctured to death by Layama the fire wyrm on level 1 of Elven Ruins.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Layama the fire wyrm)).
Rcden deactivates Tempest of Metal.
Rcden stops burning.
Rcden is free from the hex.
Rcden deactivates Overheat Saws.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Layama the fire wyrm killed Rcden!
Resting starts...
Rcden activates Overheat Saws.
Talent Block is ready to use.
Talent Saw Wheels is ready to use.
Rcden activates Saw Wheels.
Talent Tempest of Metal is ready to use.
Talent Implant: Medical Injector is ready to use.
Rcden activates Tempest of Metal.
Rcden deactivates Saw Wheels.
Rested for 10 turns (stop reason: all resources and life at maximum).
Saving done.
Saving game...
