










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
 Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 Frequently Asked Questions: 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:
 Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected: 
 Chat dialogs currently affected: 
 Chats with NPC portraits added: 
 Frequently Asked Questions: Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers: 
 I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the  Width-variant tiles are not currently supported. --- CHANGELOG: 
 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 Roguelike | 
| Sex | Female | 
| Race | Orc | 
| Class | Archmage (Technomancer) | 
| Level / Exp | 50 / 803% | 
| Size | medium | 
| Lifes / Deaths | Killed by Sher'Tul High Priest at level 50 on the 38th Remembrance 125th year of Ascendancy at 13:43/ 2 Killed by Sher'Tul High Priest at level 50 on the 38th Remembrance 125th year of Ascendancy at 14:48 | 
Primary Stats
| Strength | 25 (base 10) | 
| Dexterity | 23 (base 10) | 
| Constitution | 67 (base 56) | 
| Magic | 89 (base 60) | 
| Willpower | 99 (base 60) | 
| Cunning | 44 (base 33) | 
Resources
| Life | -268/1148 | 
| Mana | 98/1047 | 
| Steam | 100/100 | 
| Positive | 177/197 | 
| Healing Factor | 1.6435014349577 | 
| Regeneration | 21.77639401319 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 3.5686131760111 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 50 | 
| Accuracy | 13 | 
| Crit Chance | 12% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 81 | 
| Crit Chance | 65% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 59 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +58% | 
| Arcane | +50% | 
| Cold | +51% | 
| All | +4% | 
| Lightning | +41% | 
| Light | +4% | 
| Temporal | +49% | 
| Physical | +41% | 
| Fire | +61% | 
| Darkness | +12% | 
Offense: Damage Penetration
| Acid | +22% | 
| Temporal | +17% | 
| Darkness | +17% | 
| Fire | +32% | 
| Mind | +17% | 
| All | +7% | 
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) | 
| Defense | 29 | 
| Ranged Defense | 29 | 
| Fatigue | 0 | 
| Physical Save | 36 | 
| Spell Save | 46 | 
| Mental Save | 42 | 
Defense: Resistances
| Acid | + 50%( 70%) | 
| Blight | + 70%( 70%) | 
| Cold | + 53%( 70%) | 
| All | + 47%( 70%) | 
| Lightning | + 63%( 70%) | 
| Light | + 49%( 70%) | 
| Temporal | + 51%( 70%) | 
| Mind | + 62%( 70%) | 
| Darkness | + 55%( 70%) | 
| Fire | + 58%( 70%) | 
| Nature | + 57%( 70%) | 
Defense: Immunities
| Stun Resistance | 90% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 25% | 
| Knockback Resistance | 25% | 
| Silence Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 40% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 16 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 1957% for 10 turns (1591 total) and instantly restoring 98 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Meta | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Air | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Galvanic technomancy | 1.40 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Spell / Wildfire | 1.30 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Chants | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 6/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| beneficial effect | All resistances increased by 20%.Defensive Circuit: Resistances Boost | 
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 placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| The 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 clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done | 
| As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby.Mole Down, Two To Go Investigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done | 
| The time for revenge is at hand! The Tribe stands crippled under your assaults.No Fumes Without Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Inside some of your foes you have found some intact pieces that give you new ideas.Research. Tinker. Annihilate. Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel...The Dead God Awaits Along with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core.Voyage to the Center of Eyal Strange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Brenayon (1 def, 5 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +12 Dex +8 Mag +8 Wil offense ------ Spell Crit +6% Damage +12% acid Ignore resists +15% acid When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +3% mind Physical save +15 (+6 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Mana/turn +0.63 Max mana +82.00 A pair of boots made of leather. | 
| Light source |  preserving dwarven lantern of health 1.0 Encumbrance T5 lite [Ego+] Nature While equipped: Stats +2 Con defense ------ Resistance +9% blight Life +64.00 Life Regen +4.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Zerolen the cashmere wizard hat (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% cold defense ------ Defense +2 (+1 eff.) Resistance +12% blight +22% cold Spell save +15 (+5 eff.) Mind save +6 (+2 eff.) Unlife -80.00 life Silence Resist +60% Stun Resist +20% A pointy cloth hat, very wizardly... | 
| Tool |  Dimhunt the elven-wood totem of stinging [power 422]  (15 cooldown) 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Physical Power +30 (+10 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +6 Resistance +6% acid +6% blight Life +80.00 Healmod +10% Stun Resist +20% Sting an enemy dealing 439 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  steel ring 'Sootcrypt' 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +7 (+3 eff.) defense ------ Resistance +9% blight +9% cold +6% darkness +3% light Unlife -60.00 life Teleport Resist +10% Rings make your fingers look great! | 
| On fingers |  Ring of Lost Love 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 24/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
| Around waist |  Aeruleth the Smolderrazor 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +4 Con offense ------ Mind Crit +2% Mindpower +32 (+8 eff.) Damage +12% acid +9% fire Ignore resists +10% mind +25% fire When Hit 6 mind defense ------ Defense +10 (+5 eff.) Mind save +12 (+4 eff.) Slow Projectiles +25% A belt that goes around your waist. | 
| In main hand |  Hettysus the dragonbone vilestaff (30-36 power, 6 apr, acid element) 5.0 Encumbrance T5 staff 2H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Str +8 Wil offense ------ Spell Crit +20% Critical power +33.00% Spellpower +15 (+3 eff.) Spellpower/crit +6 Damage +30% acid +9% arcane Ignore Shields +36% defense ------ Crit Resistance 17.84% Out-of-Phase Defense +18 Out-of-Phase Resistance +18% Out-of-Phase Resilience +18% other ------- Mana/turn +5.00 Mana-on-crit +2.38 Infravision +4 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Crystle's Astral Bindings (0 def, 0 armour) 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Talents +5 Voltaic Sentry Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
| Main armor |  Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! | 
| Cloak |  restorative elven-silk cloak of sorcery (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +5 Wil offense ------ Spell Crit +8% defense ------ Defense +3 (+2 eff.) Resistance +19% blight +18% nature +30% lightning Life Regen +9.00 Healmod +18% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Fiery Choker 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. | 
Inventory
|  medical injector implant of the wizard (efficiency 164% / cooldown 55%) 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the wizard (steam 16) 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  regeneration infusion of the wizard (heal 706; 17 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 706 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 nature talent. | 
|  wild infusion of the duelist (res 24%; mental, physical; dur 4; cd 16) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. | 
|  shielding rune of the wizard (absorb 518; dur 7; cd 18) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 518 damage for 7 turns. 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. | 
|  schematic: Acid Groove 0.1 Encumbrance 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: Antimagic Shell 0.1 Encumbrance 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: Back Support 0.1 Encumbrance 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: Crystal Edge 0.1 Encumbrance 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: Crystal Plating 0.1 Encumbrance 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: Deflection Field 0.1 Encumbrance 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: Fiery Salve 0.1 Encumbrance 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 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Frost Salve 0.1 Encumbrance 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: Headlamp 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve 0.1 Encumbrance 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: Iron Grip 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Itching Powder 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Kinetic Stabiliser 0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Moss Tread 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rustproof Coating 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Second Skin 0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spike Attachment 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunder Grenade 0.1 Encumbrance 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 Encumbrance 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: Viral Injector 0.1 Encumbrance 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. | 
|  Ivowen 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +5 Str +3 Mag +5 Con defense ------ Armor +6 Defense +25 (+12 eff.) Fatigue -7% Life Regen +4.00 other ------- Max hate +4.00 See Invisibility +15 Amulets make your neck look great! | 
|  gladiator's steel ring of clarity 0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con offense ------ Physical Power +7 (+3 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +23% Rings make your fingers look great! | 
|  rogue's steel ring of fire (+24%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +12% fire defense ------ Defense +8 (+4 eff.) Resistance +24% fire Rings make your fingers look great! | 
|  steel ring of light (+20%) 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +20% light Rings make your fingers look great! | 
|  titan's gold ring of life 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +5 Con defense ------ Physical save +10 (+4 eff.) Life +65.00 Life Regen +10.00 Healmod +11% Rings make your fingers look great! | 
|  Shivertyphoon the dragonbone magestaff (30-36 power, 6 apr, fire element) 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +23 (+5 eff.) Damage +30% fire +18% cold Ignore resists +25% cold Ignore Shields +30% defense ------ Defense +41 (+17 eff.) Resistance +12% acid +15% fire +20% nature Shield Power +17% Life Regen +4.04 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  The Twisted Blade (50-75 power, 24 apr) 3.0 Encumbrance T5 steamsaw 2H weapon Reqs Dex 27 [Unique] Unknown/Steamtech Weapon Damage 50.0 - 75.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Lifesteal +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: defense ------ Armor +18 Defense +14 (+7 eff.) Fatigue +15% other ------- Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... | 
|  living mindstar 'Swampspitter' (18-19 power, 40 apr, mind damage) 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +12 acid On Hit: * 20% chance to slow global speed by 63% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Global Speed +7% On-Hit 15 fire Damage +15% fire Ignore resists +20% nature +17% fire When Hit 4 acid 2 lightning defense ------ Resistance +18% lightning +7% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Galen's Will (40-60 power, 45 apr) 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Occult Uses 100% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +45 Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag offense ------ Spell Speed +10% defense ------ Fatigue +15% Spell save +10 (+3 eff.) Silence Resist +40% other ------- Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! | 
|  Dethzaw (40-60 power, 27 apr) 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 32 [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 110% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+6 eff.) Fatigue +9% other ------- Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. | 
|  Thoughtcaster 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 25 Shoot [Unique] Psionic/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 61.36 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+7 eff.) Mindpower +15 (+4 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. | 
|  blazebringer's voratun steamgun 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +70 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +9% Ignore resists +21% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Blightstopper (18 def, 12 armour, 240 block) 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 35 [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+9 eff.) Ranged Defense +12 (+6 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+8 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. | 
|  sunsealed elven-silk robe of alchemy (6 def, 5 armour) 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Damage +21% acid +13% physical +8% light +11% cold +14% fire defense ------ Armor +5 Defense +6 (+3 eff.) Resistance +14% acid +18% physical +6% light +5% darkness +15% cold +14% fire +15% all Life +52.00 other ------- Light +2 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spiritwalker's hardened leather belt of the giants 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Power +2 (+1 eff.) defense ------ Spell save +7 (+2 eff.) other ------- Mana/turn +0.23 Max mana +25.00 Size +1 A belt that goes around your waist. | 
|  reinforced drakeskin leather belt of the vagrant 1.0 Encumbrance T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Con offense ------ Mindpower +7 (+2 eff.) defense ------ Armor +14 Defense +14 (+7 eff.) Physical save +21 (+8 eff.) Mind save +14 (+4 eff.) A belt that goes around your waist. | 
|  Ethereal Embrace (10 def, 0 armour) 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+5 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 2.6 Power cost 28 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 205.72 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. | 
|  Threads of Fate (10 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+5 eff.) Resistance +0% lightning +20% temporal Max Resistance +10% temporal Physical save +20 (+8 eff.) Spell save +20 (+7 eff.) Mind save +20 (+6 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. | 
|  Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+4 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  blood-soaked pair of voratun boots (0 def, 5 armour) 3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+2 eff.) Ignore Armor +12 defense ------ Armor +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
|  Rainwasp (3 def, 19 armour) 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: defense ------ Armor +19 Defense +3 (+2 eff.) Resistance +36% lightning +26% temporal +33% cold Physical save +9 (+4 eff.) Life Regen +4.82 Disarm Resist +24% Stun Resist +24% A pointy cloth hat, very wizardly... | 
|  Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+2 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! | 
|  aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  opal 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  4 onyx 0.0 Encumbrance 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. | 
|  2 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 sapphire 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 jade 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+8 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 ruby 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  11 amber 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 bloodstone 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 fire opal 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  7 diamond 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 moonstone 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 pearl 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Ureslak's Focus 0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+4 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. | 
|  Windborne Azurite 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. | 
|  Burning Star 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  150 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  strange black disk (1) 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (2) 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (3) 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  Automated Portable Extractor 0.0 Encumbrance 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. | 
|  steel saw projector 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! | 
|  Stralite Sand Shredder 0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  stralite mental stimulator 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  Demonic Soul 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Rungof's Fang 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Heart of Poosh 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? | 
| PlumpkinPlumpkin 15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  crystalomancer's dwarven-steel pickaxe (dig speed 29 turns) 3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag offense ------ Spell Crit +6% other ------- Max mana +25.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rod of Recall (1/1) 2.0 Encumbrance 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. | 
Achievements
 A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.
			A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.By Sileselaith the Orc Archmage level 20
5th Revenge 124th year of Ascendancy at 19:01 see stats
 Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Sileselaith the Orc Archmage level 14
29th Retaking 124th year of Ascendancy at 22:36 see stats
 Ay ay captain! (Nightmare (Roguelike) difficulty)
			Turn into a pirate!
			Ay ay captain! (Nightmare (Roguelike) difficulty)
			Turn into a pirate!By Sileselaith the Orc Archmage level 50
37th Remembrance 125th year of Ascendancy at 06:46 see stats
 Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Sileselaith the Orc Archmage level 28
14th Pain 124th year of Ascendancy at 15:02 see stats
 Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.By Sileselaith the Orc Archmage level 48
27th Destruction 124th year of Ascendancy at 02:30 see stats
 Do not go gentle into that good night (Nightmare (Roguelike) difficulty)
			Trapped John.
			Do not go gentle into that good night (Nightmare (Roguelike) difficulty)
			Trapped John.By Sileselaith the Orc Archmage level 43
34th Loss 124th year of Ascendancy at 06:14 see stats
 Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.
			Don't Poosh it! (Nightmare (Roguelike) difficulty)
			Killed Kelad in the lost land of Poosh.By Sileselaith the Orc Archmage level 29
22nd Pain 124th year of Ascendancy at 04:02 see stats
 Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Nightmare (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Sileselaith the Orc Archmage level 50
17th Remembrance 125th year of Ascendancy at 05:27 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Sileselaith the Orc Archmage level 30
47th Pain 124th year of Ascendancy at 05:20 see stats
 I did not want that! (Nightmare (Roguelike) difficulty)
			Tricked Nektosh into killing one of his own people.
			I did not want that! (Nightmare (Roguelike) difficulty)
			Tricked Nektosh into killing one of his own people.By Sileselaith the Orc Archmage level 30
2nd Dearth 124th year of Ascendancy at 04:36 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Sileselaith the Orc Archmage level 10
17th Retaking 124th year of Ascendancy at 01:00 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Sileselaith the Orc Archmage level 20
52nd Retaking 124th year of Ascendancy at 16:51 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Sileselaith the Orc Archmage level 30
22nd Pain 124th year of Ascendancy at 04:02 see stats
 Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Roguelike) difficulty)
			Got a character to level 40.By Sileselaith the Orc Archmage level 40
26th Loss 124th year of Ascendancy at 05:21 see stats
 Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.
			Level 50 (Nightmare (Roguelike) difficulty)
			Got a character to level 50.By Sileselaith the Orc Archmage level 50
43rd Destruction 124th year of Ascendancy at 10:13 see stats
 One Ill Turn Deserves Another (Nightmare (Roguelike) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another (Nightmare (Roguelike) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Sileselaith the Orc Archmage level 50
34th Remembrance 125th year of Ascendancy at 12:02 see stats
 Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage (Nightmare (Roguelike) difficulty)
			Freed the remnants of the Prides from the Internment Camp.By Sileselaith the Orc Archmage level 36
24th Dearth 124th year of Ascendancy at 04:42 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Sileselaith the Orc Archmage level 31
8th Dearth 124th year of Ascendancy at 16:03 see stats
 That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Sileselaith the Orc Archmage level 50
38th Remembrance 125th year of Ascendancy at 13:43 see stats
 The High Lady's Destiny (Finale) (Nightmare (Roguelike) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale) (Nightmare (Roguelike) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Sileselaith the Orc Archmage level 41
29th Loss 124th year of Ascendancy at 07:42 see stats
 This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette! (Nightmare (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Sileselaith the Orc Archmage level 22
13rd Revenge 124th year of Ascendancy at 06:47 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Sileselaith the Orc Archmage level 32
10th Dearth 124th year of Ascendancy at 02:13 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Sileselaith the Orc Archmage level 18
42nd Retaking 124th year of Ascendancy at 14:35 see stats
 Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Sileselaith the Orc Archmage level 50
38th Remembrance 125th year of Ascendancy at 13:43 see stats
Log
Sileselaith HEALS from  fire  damage!
Lava floor hits Sileselaith for 13 fire, 14 healing (13 total damage) [14 healing].
Sileselaith casts Galvanic Rod.
Sileselaith's spell attains critical power!
Sileselaith hits Sher'Tul High Priest for 401 fire, 212 lightning (613 total damage).
Oozing tentacle is corroded.
Sileselaith shrugs off the effect 'Corrode'!
Sileselaith's Volcano hits Amakthel's Hand for 41 fire, 6 physical (48 total damage).
Amakthel's Mouth's corrosive acid area effect hits Sileselaith for 12 acid damage.
Amakthel's Mouth's corrosive acid area effect hits Oozing tentacle for 33 acid damage.
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest hits Sileselaith for (245 ignored), 0 darkness (0 total damage).
Sher'Tul High Priest's Galactic Pulse hits Sileselaith for 153 darkness, 153 darkness (306 total damage).
Sher'Tul High Priest's Galactic Pulse hits Amakthel's Mouth for 0 darkness, 0 darkness (0 total damage).
Talent Galvanic Rod is ready to use.
Sileselaith casts Lightning.
Sileselaith's spell attains critical power!
Galen's Flowing Robe activates and resets Sileselaith's Displacement Shield cooldown!
Sileselaith's projectile hits Oozing tentacle for 709 lightning damage.
Sileselaith's projectile hits Amakthel's Hand for 41 fire, 93 lightning, 6 physical (140 total damage).
Sileselaith HEALS from  fire  damage!
Lava floor hits Sileselaith for (23 ignored), 0 fire, 17 healing (0 total damage) [17 healing].
Sileselaith casts Displacement Shield.
Oozing tentacle uses Slippery Moss.
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest hits Sileselaith for (161 ignored), 0 temporal, 158 physical (158 total damage).
Sher'Tul High Priest receives 116 healing from Temporal Restoration Field.
Sileselaith the level 50 orc archmage was struck to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.
Galen's Flowing Robe activates and increases Sileselaith's resistances!

















































































