














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
 Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. 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:
 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 21 / 82% | 
| Size | medium | 
| Lifes / Deaths | Killed by Isidath the ghoul at level 21 on the 54th Regrowth 123rd year of Ascendancy at 23:06  / 1 | 
Primary Stats
| Strength | 14 (base 12) | 
| Dexterity | 18 (base 12) | 
| Constitution | 26 (base 12) | 
| Magic | 46 (base 38) | 
| Willpower | 41 (base 21) | 
| Cunning | 48 (base 43) | 
Resources
| Mana | 395/395 | 
| Life | -285/317 | 
| Paradox | 320 | 
| Soul | 10/10 | 
| Hate | 100/100 | 
| Psi | 206/294 | 
| Vim | 140/205 | 
| Stamina | 248/248 | 
| Steam | 100/100 | 
| Healing Factor | 1.4116586254954 | 
| Regeneration | 15.881159536824 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 9 | 
| Accuracy | 30 | 
| Crit Chance | 19% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 5 | 
| Accuracy | 30 | 
| Crit Chance | 19% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 36 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 40 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +18% | 
| Blight | +9% | 
| Arcane | +19% | 
| Mind | +27% | 
| All | 0% | 
| Light | +28% | 
| Temporal | +3% | 
| Fire | +10% | 
| Nature | +15% | 
Offense: Damage Penetration
| Fire | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 29 (65.65183292883%) | 
| Defense | 41 | 
| Ranged Defense | 41 | 
| Fatigue | 0 | 
| Physical Save | 23 | 
| Spell Save | 29.4 | 
| Mental Save | 27 | 
Defense: Resistances
| Acid | + 31%( 70%) | 
| Blight | + 28%( 70%) | 
| Physical | + 31%( 70%) | 
| Cold | + 35%( 70%) | 
| All | + 26%( 70%) | 
| Light | + 53%( 70%) | 
| Temporal | + 35%( 70%) | 
| Mind | + 40%( 70%) | 
| Fire | + 39%( 70%) | 
| Nature | + 48%( 70%) | 
Defense: Immunities
| Stun Resistance | 32% | 
| Confusion Resistance | 61% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Silence Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 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 Dexterity stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Willpower stat.  | 
Class Talents
| Corruption / Demonic pact | 1.00 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Cursed / Predator | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Rot | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cursed / Rampage | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Age of dusk | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Battlefield management | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Psionic / Absorption | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Solipsism | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Cunning / Stealth | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Psionic / Feedback | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Necrosis | 1.00 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Vile life | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe 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 graveYou 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.  | active | 
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology.  | done | 
You abandoned lost warrior, to death. Escort: lost warrior (level 1 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by rattlesnake. Escort: lost warrior (level 1 of Old Forest) | failed | 
You failed to protect the lost warrior from death by Vorydawe the snow giant chieftain. Escort: lost warrior (level 2 of Daikara) | failed | 
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 3 of Old Forest) | failed | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy  | active | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware.  | active | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
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 FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen 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.  | active | 
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard.  | active | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways.  | failed | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood!  | done | 
Equipment
| Psionic focus |  imbued elm magestaff of wizardry (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Dmg.mod +10% fire ---------- misc Max.mana +20.00 Talents +1 Command Staff On Spell Hit: 10% Entropy 2 Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 15 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 45 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts.  | 
| Light source |  Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +2% Dmg.mod +9% blight +3% temporal +19% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +13% mind +6% temporal Mind.save +11 (+6 eff.) Confus- +34% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 9% and all saves by 15, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.  | 
| On feet |  pair of hardened leather boots 'Galewasp' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% acid Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +3 Resists +6% acid Silence- +20% Confus- +27% Stun/Frz- +32% ---------- misc Stam/turn +0.60 Max.stam +10.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
| Tool |  ash totem of healing 'Kindlewyrd' [power 170]  (3/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +6% temporal Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to heal for 37. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) ---------- misc Vim/ret +3.00 You heal for 2.5% of the damage you deal. Healing during current combat: 109.34 You won the Ring of Blood trial, and this is your reward.  | 
| On fingers |  Arulenor the Charsun0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% light Res.pen +10% fire Acc +15 (+7 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +6% fire Max.HP +44.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great!  | 
| Around neck |  Aeronn the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Fatigue -4% Resists +7% physical HP.reg +2.00 ---------- misc Stam/turn +0.20 Amulets make your neck look great!  | 
| In main hand |  wrathful steel steamsaw of crippling (65% power, 0 apr) 3.0 T2 steamsaw 1H weapon Reqs Str 16 [Ego++] Arcane/Master/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: On Crit.r2 +15 light +12 fire While equipped: dps ---------- Phys.crit +6.0% On shield block: * Deals 93 light and fire damage to each enemy blocked ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +7% light +5% fire ---------- misc Talents +3 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
| Around waist |  rough leather belt 'Poxwoe'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 fire On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% blight +6% fire +12% cold Heal.mod +5% A belt that goes around your waist.  | 
| In off hand |  flaming iron steamsaw of enduring (65% power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam When used to Attack: On Hit.r1 +11 fire While equipped: Stats +6 Con +7 Wil dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Max.HP +13.00 ---------- misc Talents +2 Corrosive Slashes +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
| Cloak |  Betunne (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Defense +1 (+0 eff.) Resists +6% mind ---------- misc Hate/m.crit +3.00 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, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) 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
 steam generator implant of the duelist (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions  | 
 healing infusion of the wizard (heal 132; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. 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.  | 
 healing infusion of the wizard (heal 138; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. 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 sneak (res 26%; magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 330 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune.  | 
 shielding rune of the duelist (absorb 104; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the warrior (absorb 196; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 196 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 2 schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 cleansing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +11% nature +10% blight Poison- +21% Disease- +22% Amulets make your neck look great!  | 
 insulating copper amulet of mastery (0.12 Cursed / Gestures)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.12 Cursed/Gestures Amulets make your neck look great!  | 
 restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great!  | 
 restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great!  | 
 restful copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great!  | 
 Glaretrencher0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Phys.pwr +6 (+6 eff.) Phys.spd +10% Dmg.mod +6% light +7% physical ----- def ----- Resists +3% mind ---------- misc Psi/ret +0.12 Amulets make your neck look great!  | 
 steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great!  | 
 gold amulet 'Sleetshear'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Dex dps ---------- Dmg.mod +6% cold Melee Ret 2 light ----- def ----- Resists +9% cold Crit.dmg- 15.00% ---------- misc Infravis +1 See.Invis +9 Amulets make your neck look great!  | 
 copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great!  | 
 psionicist's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +4 (+2 eff.) Rings make your fingers look great!  | 
 solipsist's copper ring of warding0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +13% acid +12% fire +13% lightning +13% cold Rings make your fingers look great!  | 
 Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
 Shinemistress the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +11 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +7 (+3 eff.) Res.pen +10% light Melee Ret 8 mind Rings make your fingers look great!  | 
 Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.42 cold and 13.42 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch.  | 
 Voidwalker the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Phys.pwr +7 (+6 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +10% mind Melee Ret 2 lightning ----- def ----- Resists +10% acid +12% darkness +10% cold +11% fire +10% mind +13% lightning Rings make your fingers look great!  | 
 Yvysena0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +12% nature Res.pen +5% mind ----- def ----- Resists +24% nature ---------- misc Equi/ret +0.04 Max.psi +30.00 Rings make your fingers look great!  | 
 marksman's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+6 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
 wizard's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Spell.save +4 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
 titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great!  | 
 Aerunor (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Cun +3 Con dps ---------- Spell.crit +3% Crit.mult +17.00% Spell.pwr +14 (+6 eff.) Dmg.mod +20% lightning +15% temporal +20% fire +20% arcane +20% cold Melee Ret 2 blight ---------- misc Mana/turn +0.14 N.En/turn +0.20 Vim/s.crit +5.00 Max.mana +84.00 Max.vim +26.00 Max.N.En +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.  | 
 Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows.  | 
 Sparkripper the iron steamsaw (65% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +11 Melee+ +12 lightning On Crit.r2 +4 fire Uses 1.0 Steam When used to Attack: Melee+ +4 cold While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +17% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 Belalrawe the steel steamsaw (65% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Rare] Nature/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: Melee+ +15 cold While equipped: Stats +2 Wil dps ---------- Phys.crit +3.0% Dmg.mod +12% physical On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +6% Resists +6% mind +12% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 dreamer's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% darkness +10% mind +9% all Phys.save +11 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +23 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Liseraldamina the Fogimmortal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Res.pen +5% darkness Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Blazefist (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+5 eff.) Res.pen +10% light Acc +15 (+7 eff.) ----- def ----- Armour +2 Resists +3% darkness +3% blight Silence- +20% Unarmed combat: Power 122% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 restful drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +3 HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +13.00 Unarmed combat: Power 129% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +16.0% Atk.spd 100% On Hit: 10% Nightmare 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 iron gauntlets 'Zubomirin' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +2 Mag +3 Cun +5 Con dps ---------- Mind.pwr +20 (+7 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +24% ---------- misc Max.psi +30.00 Unarmed combat: Power 102% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Layuma (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Equi/ret +0.16 Max.hate +2.00 Breathe water A hat made of leather. Very stylish.  | 
 catburglar's rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +10% darkness ---------- misc Infravis +3 A cap made of leather.  | 
 insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather.  | 
 insulating hardened leather cap of strength (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +5% cold A cap made of leather.  | 
 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself.  | 
 103 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 iron pickaxe of predation (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+4 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Shiverjustice [power 41]  (3/20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +3 Wil +3 Con ----- def ----- Resists +9% cold Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage penetration by 19% for 2 turns. 100% to heal for 45. Natural totems are made by powerful wilders to store nature power.  | 
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
 demon seed [fire imp] (23, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (24, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (25, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (25, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Frost Grab Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (23, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +22% blight +22% fire +22% physical Dmg.red +12 blight +12 fire +12 physical Demon status: alive (100% life). The seed of a demon.  | 
Achievements
			Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Whirling predator the Cornac Adventurer level 15
73rd Haze 122nd year of Ascendancy at 20:34 see stats
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By Whirling predator the Cornac Adventurer level 16
6th Decay 122nd year of Ascendancy at 12:10 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Whirling predator the Cornac Adventurer level 10
49th Haze 122nd year of Ascendancy at 02:50 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By Whirling predator the Cornac Adventurer level 20
47th Regrowth 123rd year of Ascendancy at 10:47 see stats
			That was close (Madness (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Whirling predator the Cornac Adventurer level 7
41st Haze 122nd year of Ascendancy at 16:27 see stats
			The secret city (Madness (Roguelike) difficulty)
			Discovered the truth about mages.By Whirling predator the Cornac Adventurer level 9
44th Haze 122nd year of Ascendancy at 21:31 see stats
			The sky is falling! (Madness (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By Whirling predator the Cornac Adventurer level 18
19th Regrowth 123rd year of Ascendancy at 19:40 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Whirling predator the Cornac Adventurer level 21
48th Regrowth 123rd year of Ascendancy at 17:53 see stats
Log
Carrion worm mass's wormblight area effect hits Cyraritta the ghoul for 13 blight damage.
Carrion worm mass's morale has been lowered.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 14.
Whirling predator begins rampaging!
Veladhelaith the skeleton warrior is silenced and cannot use Epidemic.
Veladhelaith the skeleton warrior slows down.
Whirling predator converts some damage to Psi!
Whirling predator HEALS from  blight  damage!
Whirling predator mentally dismisses some damage!
Veladhelaith the skeleton warrior hits Whirling predator for (24 to psi shield), 11 to psi, 68 physical, (3 dismissed), 0 to psi, 3 blight, 1 healing (0 psi heal) (82 total damage) [1 healing].
Melee retaliation hits Veladhelaith the skeleton warrior for 2 lightning, 3 nature, 7 fire, 8 blight, 20 nature (39 total damage).
Layyrin the ghast performs a diseased attack against Whirling predator.
Whirling predator is afflicted by a rotting disease!
Whirling predator mentally dismisses some damage!
Whirling predator converts some damage to Psi!
Layyrin the ghast hits Whirling predator for (17 to psi shield), 3 to psi, 20 physical, 4 to psi, 24 darkness, (10 to psi shield), (7 dismissed), 1 to psi, 5 physical, 4 to psi, 24 darkness (84 total damage).
Melee retaliation hits Layyrin the ghast for 1 lightning, 3 nature, 6 fire, 8 blight, 20 nature, 1 lightning, 3 nature, 6 fire, 8 blight, 20 nature (76 total damage).
Isidath the ghoul deactivates Absorb Life.
Isidath the ghoul casts Virulent Strike.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 24.
Isidath the ghoul is poisoned!
Isidath the ghoul slows down.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Whirling predator HEALS from  blight  damage!
Whirling predator converts some damage to Psi!
Melee retaliation hits Isidath the ghoul for 2 lightning, 3 nature, 7 fire, 9 blight, 20 nature, 2 lightning, 3 nature, 7 fire, 9 blight, 20 nature (81 total damage).
Poison from Whirling predator hits Layyrin the ghast for 13 nature damage.
Isidath the ghoul hits Whirling predator for (24 to psi shield), 20 to psi, 119 physical, 2 to psi, 14 blight, 2 healing (0 psi heal), (24 to psi shield), 14 to psi, 86 physical (254 total damage) [3 healing].
Isidath the ghoul receives 7 healing from Ruin.
Whirling predator the level 21 cornac adventurer was swiped to death by Isidath the ghoul on level 3 of Ruined halfling complex.


























































































































