

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. 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:
 Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then: 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Thalore | 
| Class | Gunslinger | 
| Level / Exp | 29 / 74% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 51 (base 10) | 
| Dexterity | 86 (base 60) | 
| Constitution | 77 (base 38) | 
| Magic | 8 (base 10) | 
| Willpower | 35 (base 10) | 
| Cunning | 98.6 (base 60) | 
Resources
| Life | 1110/1110 | 
| Stamina | 256/256 | 
| Steam | 139/139 | 
| Healing Factor | 1.9001410565719 | 
| Regeneration | 56.3327914288 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | -60% | 
| Spell | 0% | 
| Global | +120% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 6 | 
| See Stealth | 60.506876047991 | 
| See Invisible | 60.506876047991 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 68 | 
| Accuracy | 85 | 
| Crit Chance | 69% | 
| APR | 56 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | 68 | 
| Accuracy | 85 | 
| Crit Chance | 69% | 
| APR | 56 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 45 | 
| Crit Chance | 46% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +8% | 
| Blight | +15% | 
| Physical | +8% | 
| Acid | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +19% | 
| Light | +14% | 
| Physical | +22% | 
| Blight | +19% | 
| Arcane | +34% | 
| Mind | +19% | 
| All | +9% | 
Defense: Base
| Armour (hardiness) | 29 (53.292302510663%) | 
| Defense | 74 | 
| Ranged Defense | 75 | 
| Fatigue | 0 | 
| Physical Save | 55 | 
| Spell Save | 29 | 
| Mental Save | 37 | 
Defense: Resistances
| Acid | + 32%( 70%) | 
| Blight | + 31%( 70%) | 
| Arcane | + 54%( 70%) | 
| Cold | + 25%( 70%) | 
| All | + 23%( 70%) | 
| Darkness | + 25%( 70%) | 
| Light | + 32%( 70%) | 
| Temporal | + 19%( 70%) | 
| Physical | + 44%( 70%) | 
| Lightning | + 34%( 70%) | 
| Fire | + 53%( 70%) | 
| Nature | + 45%( 70%) | 
Defense: Immunities
| Stun Resistance | 25% | 
| Teleport Resistance | 80% | 
| Pinning Resistance | 49% | 
| Disarm Resistance | 24% | 
| Silence Resistance | 30% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 15% | 
Inscriptions (4/5)
| Implants | Effective talent level: 2.5Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 79%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 2.5Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 2.5Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. | 
Class Talents
| Steamtech / Gunslinging | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Elusiveness | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Automation | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| Steamtech / Blacksmith | 1.10 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Scoundrel | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Agile Gunner | 
| talent | Evasive Shots | 
| talent | Daunting Presence | 
| talent | Automated Cloak Tessellation | 
| talent | Embedded Restoration Systems | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance.Out of Time Zone | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Daikara.Escort: repented thief (level 1 of Daikara) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Old Forest.Escort: repented thief (level 1 of Old Forest) As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom.Escort: repented thief (level 2 of Heart of the Gloom) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 3 of Old Forest.Escort: repented thief (level 3 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 10. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. * You've found the needed honey tree root. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 5 lumberjacks have died. | done | 
Equipment
| On feet |  Emagata the Lustrepall (0 def, 6 armour) 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Con +5 Wil dps ---------- Phys.crit +6.0% Phys.pwr +4 (+1 eff.) Mind.pwr +7 (+2 eff.) Res.pen +7% physical Apr +13 Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Armour +6 Fatigue -9% Resists +12% light +6% nature Phys.save +24 (+7 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Max.enc +41 Blindside: Puts all charms on 19 cooldown Level 2.5 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. | 
| Quiver |  pouch of steel shots 'Helllore' (16/16, 32-38 power, 2 apr) 3.0 T2 shot ammo [Random Unique] Nature/Master Power 31.5 - 37.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 16 Ranged+ +8 nature +4 fire On Hit.r1 +16 light +12 fire On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +2 Magnetic Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  brass lantern 'Runisin' 2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +9 Resists +5% arcane +3% nature Heal.mod +5% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Barogund the Blastkiller (0 def, 2 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Phys.crit +2.0% Crit.mult +5.00% Mind.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +1% Resists +5% blight +3% lightning Mind.save +7 (+3 eff.) Silence- +30% ---------- misc Hate/m.crit +5.00 A hat made of leather. Very stylish. | 
| On hands |  Shockquarry (0 def, 3 armour) 1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +5 Dex +3 Wil +4 Con dps ---------- Acc +15 (+3 eff.) Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +3 Resists +5% arcane +3% cold HP.reg +5.00 Disarm- +24% ---------- misc Stam/turn +0.90 Max.stam +12.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  dwarven-steel pickaxe 'Shadowsage' (dig speed 12 turns) 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +6 Wil dps ---------- Phys.crit +7.0% Mind.crit +8% Res.pen +10% mind +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% * 10% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -5% Max.HP +26.00 ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  gold ring 'Guseganne' 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Acc +17 (+3 eff.) Apr +19 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +21 (+5 eff.) Max.HP +132.00 HP.reg +18.00 Heal.mod +13% Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! | 
| On fingers |  rogue's gold ring of misery 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun dps ---------- Melee+ 9 physical Ranged+ 20 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 28 On Hit (Ranged): * 13% chance to reduce all saves and defense by 28 ----- def ----- Defense +9 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 15 cooldown Level 5.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! | 
| Around neck |  Ce'Nogamina the gold amulet 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +15% blight +8% physical Res.pen +10% blight +25% arcane On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Resists +12% acid Amulets make your neck look great! | 
| In main hand |  dwarven-steel steamgun 'Fulyran' 4.0 T3 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.crit +4.0% Res.pen +6% physical Acc +16 (+3 eff.) ----- def ----- Resists +3% lightning +3% darkness Spell.save +4 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  Splendourparry the hardened leather belt 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +12 Dex +9 Cun +8 Lck dps ---------- Phys.crit +7.0% Mind.crit +8% Res.pen +5% light ----- def ----- Defense +12 (+3 eff.) Resists +9% lightning +6% temporal +18% fire Proj.slow +25% Stealth +8 ---------- misc T.Disarm +12 Light +3 Infravis +4 A belt that goes around your waist. | 
| In off hand |  Tundrawilter the dwarven-steel steamgun 4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 lightning On Hit.r1 +12 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +8% lightning +15% acid Res.pen +9% all Acc +17 (+3 eff.) Apr +6 On Hit (Ranged): * 10% chance to reduce armor by 9% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  Brodihek the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Nature's Blessing (8 def, 6 armour) 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. | 
Inventory
|  steam generator implant of the duelist (steam 11) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the psychic (steam 12) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  schematic: Armour Reinforcement 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fatal Attractor 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Pain Suppressor Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Poison Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Projector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spike Attachment 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamgun 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Thunderclap Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  steel amulet 'Gluthra' 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +8% ----- def ----- Resists +12% mind ---------- misc Hate/m.crit +2.00 Masteries +0.19 Steamtech/Physics Amulets make your neck look great! | 
|  Strikebliss the dwarven-steel battleaxe (30-45 power, 2 apr) 3.0 T3 battleaxe 2H weapon [Rare] Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +4 temporal On Hit: * 20% chance to reduce armor by 9% While equipped: dps ---------- Dmg.mod +12% lightning +3% acid Res.pen +20% lightning Acc +14 (+3 eff.) Melee Ret 6 lightning ----- def ----- Defense +13 (+3 eff.) Disarm- +43% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed battleaxes. | 
|  Hazewither the steel mace (22-31 power, 3 apr) 3.0 T2 mace 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +25 (+8 eff.) S.pwr/crit +8 Melee Ret 2 arcane 4 cold ---------- misc Mana/s.crit +1.00 Blunt and deadly. | 
|  Flashpoint 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" | 
|  dwarven-steel waraxe 'Dawnfury' (30-41 power, 4 apr) 3.0 T3 waraxe 1H weapon [Rare] Master Power 29.5 - 41.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +8 light On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 10 light ----- def ----- Resists +12% blight One-handed war axes. | 
|  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
|  kruk cloak (0 def, 0 armour) 2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. | 
|  Gorulach (0 def, 0 armour) 2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +3 Cun +4 Dex dps ---------- Spell.crit +7% Phys.pwr +15 (+4 eff.) Spell.pwr +8 (+4 eff.) Dmg.mod +20% light +17% darkness +21% mind Res.pen +25% mind ----- def ----- Resists +11% all ---------- misc Hate/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  6 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  336 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  3 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (2/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 150 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. | 
| powerful healing salve [power 468]powerful healing salve [power 468] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 79% cooldown modifier. Heal 468 Puts Talent Medical Injector on 12 cooldown Medical salve. | 
| powerful pain suppressor salve [power 405]powerful pain suppressor salve [power 405] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 79% cooldown modifier. Let you fight up to -405 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. | 
|  Transmogrification Chest 2.0 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. | 
|  Aeromira the ash totem of stinging [power 200]  (12 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Mag dps ---------- Crit.mult +15.00% Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Hate/m.crit +3.00 See.Invis +18 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Steamshot the Thalore Gunslinger level 25
57th Haze 122nd year of Ascendancy at 13:17 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Steamshot the Thalore Gunslinger level 19
11st Haze 122nd year of Ascendancy at 00:58 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Steamshot the Thalore Gunslinger level 23
55th Haze 122nd year of Ascendancy at 03:37 see stats
 Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Steamshot the Thalore Gunslinger level 25
57th Haze 122nd year of Ascendancy at 12:54 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Steamshot the Thalore Gunslinger level 10
36th Dusk 122nd year of Ascendancy at 23:03 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Steamshot the Thalore Gunslinger level 20
49th Haze 122nd year of Ascendancy at 15:58 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Steamshot the Thalore Gunslinger level 17
47th Dusk 122nd year of Ascendancy at 07:18 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Steamshot the Thalore Gunslinger level 12
39th Dusk 122nd year of Ascendancy at 06:26 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Steamshot the Thalore Gunslinger level 9
1st Summertide 122nd year of Ascendancy at 19:40 see stats
 The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By Steamshot the Thalore Gunslinger level 25
57th Haze 122nd year of Ascendancy at 13:17 see stats
 The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Steamshot the Thalore Gunslinger level 20
51st Haze 122nd year of Ascendancy at 06:33 see stats
 The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Steamshot the Thalore Gunslinger level 9
33rd Dusk 122nd year of Ascendancy at 14:56 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Steamshot the Thalore Gunslinger level 22
54th Haze 122nd year of Ascendancy at 11:18 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Steamshot the Thalore Gunslinger level 16
46th Dusk 122nd year of Ascendancy at 11:42 see stats
Log
Steamshot shoots!
Steamshot's Shoot performs a ranged critical strike against Ultimate telugoroth!
Steamshot's Shoot hits Ultimate telugoroth for 268 physical, 11 lightning, 20 physical, 4 fire, 8 nature, 12 cold, 16 light, 12 fire (351 total damage).
Steamshot uses Trick Shot.
Steamshot shrugs off the effect 'Regression'!
Xanodhemina the telugoroth's Turn Back the Clock hits Steamshot for (40 flat reduction), 16 temporal (16 total damage).
Steamshot's Trick Shot hits Ultimate telugoroth for 260 physical damage.
Steamshot's Trick Shot killed Ultimate telugoroth!
Steamshot's Trick Shot hits Xanodhemina the telugoroth for (23 parried), 195 physical, 19 physical, 4 fire, 8 nature, 14 light, 12 fire (252 total damage).
Steamshot uses Vital Shot.
Xanodhemina the telugoroth uses Throwing Knives.
Steamshot deflects the projectile from Xanodhemina the telugoroth to the west!
Xanodhemina the telugoroth is crippled.
Xanodhemina the telugoroth's armor corrodes!
Steamshot's Vital Shot hits Xanodhemina the telugoroth for (23 parried), 540 physical, 9 lightning, 19 physical, 4 fire (572 total damage).
Steamshot's Vital Shot killed Xanodhemina the telugoroth!
Talent Trick Shot is ready to use.
Steamshot uses Track.
Talent Vital Shot is ready to use.
Ran for 5 turns (stop reason: hostile spotted to the north (greater telugoroth)).
Steamshot picks up (p.): Hazewither the steel mace (22-31 power, 3 apr).
Talent Track is ready to use.
Steamshot deactivates his cloak's restoration systems.







































































