

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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:
 Items Vault 1.7.6Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Infinite | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Gunslinger | 
| Level / Exp | 32 / 62% | 
| Size | medium | 
| Lifes / Deaths | Killed by snow giant thunderer at level 5 on the 79th Pyre 122nd year of Ascendancy at 21:05 0 / 7Killed by ultimate gwelgoroth at level 7 on the 1st Mirth 122nd year of Ascendancy at 21:33 Killed by ultimate gwelgoroth at level 7 on the 1st Mirth 122nd year of Ascendancy at 23:02 Killed by elven cultist at level 24 on the 4th Dusk 122nd year of Ascendancy at 06:02 Killed by luminous horror at level 24 on the 4th Dusk 122nd year of Ascendancy at 12:10 Killed by Gloresetta the cutpurse at level 24 on the 4th Dusk 122nd year of Ascendancy at 16:57 Killed by Voroda the orc soldier at level 32 on the 21st Dusk 122nd year of Ascendancy at 22:36  | 
Primary Stats
| Strength | 55 (base 10) | 
| Dexterity | 71 (base 31) | 
| Constitution | 59 (base 45) | 
| Magic | 14 (base 10) | 
| Willpower | 35 (base 23) | 
| Cunning | 70 (base 58) | 
Resources
| Life | -114/806 | 
| Steam | 32/100 | 
| Healing Factor | 1.6979374464089 | 
| Regeneration | 39.467090848704 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 9 | 
| Infravision | 14 | 
| See Stealth | 53 | 
| See Invisible | 52 | 
Offense: Mainhand
| Damage | 64 | 
| Accuracy | 68 | 
| Crit Chance | 36% | 
| APR | 22 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 64 | 
| Accuracy | 68 | 
| Crit Chance | 36% | 
| APR | 22 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 14 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 36 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +18% | 
| Fire | +12% | 
| Temporal | +3% | 
| Darkness | +3% | 
| Physical | +10% | 
| Cold | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +15% | 
| Light | +5% | 
| Blight | +20% | 
| Cold | +15% | 
| Fire | +15% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 53.104573345417 (84.647538266536%) | 
| Defense | 44 | 
| Ranged Defense | 44 | 
| Fatigue | 25 | 
| Physical Save | 48 | 
| Spell Save | 36 | 
| Mental Save | 46 | 
Defense: Resistances
| Acid | + 6%( 70%) | 
| Blight | + 19%( 70%) | 
| Physical | + 19%( 70%) | 
| Cold | + 28%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 15%( 70%) | 
| Light | + 29%( 70%) | 
| Temporal | + 17%( 70%) | 
| Mind | + 9%( 70%) | 
| Darkness | + 13%( 70%) | 
| Fire | + 32%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Stun Resistance | 23% | 
| Confusion Resistance | 43% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 20% | 
| Silence Resistance | 26% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 100% | 
| Pinning Resistance | 73% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.5 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Dexterity stat.  | 
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat.  | 
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 87%. Its effects scale with your Constitution stat.  | 
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Constitution stat.  | 
Class Talents
| Steamtech / Gunslinging | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Bullets mastery | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 5/5 | 
| Steamtech / Elusiveness | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Steamtech / Blacksmith | 1.10 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Engineering | 1.20 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Generic Point  | done | 
Proceed directly to the next Infinite Dungeon level in less than 350 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (350)Turns left: 147 You completed the challenge and received: Random Artifact: Dayknave (0 def, 2 armour, 22 block)  | done | 
Proceed directly to the next Infinite Dungeon level in less than 338 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (338)Turns left: 195 You completed the challenge and received: +1 Generic Point  | done | 
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (245)Turns left: 7 You completed the challenge and received: Random Artifact: Nerelle (18-27 power, 0 apr)  | done | 
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (236)Turns left: 101 You completed the challenge and received: +3 Stat Points  | done | 
Proceed directly to the next Infinite Dungeon level in less than 155 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (155)Turns left: 41 You completed the challenge and received: +3 Stat Points  | done | 
All foes have the multiply talent! Infinite Dungeon Challenge (Level 27): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): ExterminatorYou completed the challenge and received: +3 Stat Points  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): Exterminator | failed | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| On feet |  Singepulverizer (0 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 temporal Changes stats: +10 Lck / +6 Dex Changes resistances: +9% temporal Changes resistances penetration: +15% fire Stealth bonus: +7 Physical save: +14 (+5 eff.) Silence immunity: +26% Confusion immunity: +23% Pinning immunity: +20% Stun/Freeze immunity: +23% Knockback immunity: +20% Teleport immunity: +100% Infravision radius: +1 A pair of boots made of leather.  | 
| Quiver |  pouch of stralite shots 'Kilnterror' (12/20, 48-58 power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 48.5 - 58.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 50% * 20% chance to knock the target back 3 spaces and deal 145 physical damage Damage (Ranged): +5 physical Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Talent granted: +5 Antimagic Shell Shots are used with slings to pummel your foes to death.  | 
| Light source |  nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +5 Wil Critical mult.: +10.00% Mental save: +6 (+2 eff.) Light radius: +4 See stealth: +13 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
| On hands |  storm voratun gauntlets of archery (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +4 Fatigue: +5% Damage (Melee): 9 lightning Changes stats: +6 Cun / +8 Dex Changes resistances: +7% lightning Changes damage: +6% lightning Talent granted: +5 Iron Grip Disarm immunity: +100% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +14 (+4 eff.) Changes stats: +12 Lck / +6 Cun Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.1 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
| On fingers |  steel ring 'Snowwisp'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +7 Damage when hit (Melee): 2 blight Changes stats: +4 Str Changes resistances: +6% fire Changes resistances penetration: +20% blight / +15% cold Changes damage: +9% cold Rings make your fingers look great!  | 
| On fingers |  marksman's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +8 See invisible: +7 Rings make your fingers look great!  | 
| Around neck |  steel amulet 'Shadenail'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +4 Mag Changes resistances: +10% mind / +5% physical Changes resistances penetration: +15% darkness Changes damage: +3% darkness Confusion immunity: +20% Stamina each turn: +0.30 Amulets make your neck look great!  | 
| In main hand |  strafer's stralite steamgun of lightning Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 On weapon hit: * splashes acid on your target dealing 57 damage and reducing their armor Travel speed: +600% Damage (Ranged): +10 lightning Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Changes damage: +12% lightning Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
| Around waist |  Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers.  | 
| In off hand |  steady stralite steamgun of fire Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 On weapon hit: * splashes acid on your target dealing 52 damage and reducing their armor Travel speed: +600% Damage (Ranged): +10 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Changes damage: +12% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
| Cloak |  Gloratta the cashmere cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +9% temporal / +20% light / +20% fire Changes damage: +3% temporal Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Light radius: +3 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Morningwend the dwarven-steel mail armour (4 def, 18 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +6% acid / +15% physical / +13% darkness / +9% light / +6% fire / +8% lightning / +8% cold Changes resistances penetration: +5% light Critical mult.: +15.00% Physical save: +4 (+1 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +13.90 Stamina each turn: +3.50 Only die when reaching: -40.00 life Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.1 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail.  | 
Inventory
 steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the duelist (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 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 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion.  | 
 enraging stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +7% physical Blindness immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +9 Combat speed: +10% Amulets make your neck look great!  | 
 copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+6 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great!  | 
 gold ring 'Bileburst'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +3 Con Changes resistances: +26% darkness Changes resistances penetration: +20% arcane / +5% nature Changes damage: +13% darkness / +6% nature Spell save: +10 (+4 eff.) Maximum stamina: +15.00 Spellpower: +6 (+6 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great!  | 
 steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +3.00 Rings make your fingers look great!  | 
 warrior's gold ring of arcana (+0.16/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Silence immunity: +30% Mana each turn: +0.16 Rings make your fingers look great!  | 
 Hettinik the CracklebraidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 acid / +8 cold / +4 blight Damage (radius 1) on hit: +4 lightning / +4 blight When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +2 Str Changes resistances: +6% blight Changes damage: +10% acid / +10% cold Slings are used to hurl stones or metal shots at your foes.  | 
 FlashpointRequires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 130% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!"  | 
 HazespikeRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 1) on hit: +4 cold Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +2 Changes stats: +2 Con Changes resistances: +3% lightning / +9% cold / +6% nature Talent mastery: +0.20 Wild-gift / Fungus Critical mult.: +10.00% It can be used to regenerate 92 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 ThundertreasonRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +12 cold Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Changes resistances: +3% physical Changes resistances penetration: +14% physical Changes damage: +3% lightning / +12% physical / +15% cold Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Only die when reaching: -60.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 strafer's steel steamgun of acidRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Changes damage: +10% acid Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 warden's steel steamgunRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +2 Changes stats: +2 Mag Changes resistances penetration: +6% temporal / +6% physical Changes damage: +6% temporal / +6% physical Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 thick cashmere cloak of Eldoral (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
 Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 3.5 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 240.14 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.  | 
 Cloudwild (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Mag Changes resistances: +6% mind Changes damage: +9% lightning / +3% fire Reduces incoming crit damage: 10.00% Mental save: +10 (+3 eff.) See invisible: +6 A suit of armour made of metal plates.  | 
 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 45 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Airbright the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str / +2 Dex Changes resistances: +15% lightning / +12% cold / +9% light Spell save: +6 (+3 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Physical save: +5 (+2 eff.) Light radius: +3 Healing mod.: +11% 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.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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.  | 
 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
amazing healing salve [power 324] amazing healing salve [power 324]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 324 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
amazing pain suppressor salve [power 283] amazing pain suppressor salve [power 283]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -283 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
amazing water salve [power 22] amazing water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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.  | 
 Lightningthorn the pouch of stralite shots (6/19, 53-64 power, 7 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +11.5% Capacity: 19 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Travel speed: +200% Damage (Ranged): +20 blight / +8 lightning Damage (radius 2) on crit: +8 blight When wielded/worn: Shots are used with slings to pummel your foes to death.  | 
 Poredanne the pouch of stralite shots (18/18, 41-49 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.0 - 49.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 36% chance to reduce strength, dexterity, and constitution by 8 Damage (Ranged): +8 blight Damage (radius 1) on hit: +16 blight Damage (radius 2) on crit: +20 blight Shots are used with slings to pummel your foes to death.  | 
 barbed pouch of steel shots of accuracy (16/16, 26-31 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.5 - 31.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +2 Crit. chance: +9.5% Capacity: 16 On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A Fistful of Gold
			Buy an item from an AAA.By Shomoe the Skeleton Gunslinger level 14
9th Mirth 122nd year of Ascendancy at 07:55 see stats
			Bringer of Doom
			Killed a Bringer of Doom.By Shomoe the Skeleton Gunslinger level 16
1st Flare 122nd year of Ascendancy at 09:44 see stats
			Demonic Invasion
			Stopped a demonic invasion by closing their portal.By Shomoe the Skeleton Gunslinger level 32
19th Dusk 122nd year of Ascendancy at 15:51 see stats
			Exterminator
			Killed 1000 creatures.By Shomoe the Skeleton Gunslinger level 20
10th Flare 122nd year of Ascendancy at 19:21 see stats
			Fear me not!
			Survived the Fearscape!By Shomoe the Skeleton Gunslinger level 31
18th Dusk 122nd year of Ascendancy at 05:29 see stats
			Infinite x10
			Got to level 10 of the infinite dungeon.By Shomoe the Skeleton Gunslinger level 14
1st Summertide 122nd year of Ascendancy at 07:10 see stats
			Infinite x20
			Got to level 20 of the infinite dungeon.By Shomoe the Skeleton Gunslinger level 24
4th Dusk 122nd year of Ascendancy at 14:20 see stats
			Infinite x30
			Got to level 30 of the infinite dungeon.By Shomoe the Skeleton Gunslinger level 30
13rd Dusk 122nd year of Ascendancy at 20:36 see stats
			Invasion from the Depths
			Stopped a naga invasion by closing their portal.By Shomoe the Skeleton Gunslinger level 31
18th Dusk 122nd year of Ascendancy at 23:05 see stats
			Level 10
			Got a character to level 10.By Shomoe the Skeleton Gunslinger level 10
3rd Mirth 122nd year of Ascendancy at 02:56 see stats
			Level 20
			Got a character to level 20.By Shomoe the Skeleton Gunslinger level 20
9th Flare 122nd year of Ascendancy at 07:48 see stats
			Level 30
			Got a character to level 30.By Shomoe the Skeleton Gunslinger level 30
12nd Dusk 122nd year of Ascendancy at 22:30 see stats
			The Rat Lich
			Killed the terrible Rat Lich.By Shomoe the Skeleton Gunslinger level 18
5th Flare 122nd year of Ascendancy at 07:02 see stats
			The Restless Dead
			Disturbed an old battlefield and survived the consequences.By Shomoe the Skeleton Gunslinger level 18
4th Flare 122nd year of Ascendancy at 17:58 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By Shomoe the Skeleton Gunslinger level 30
14th Dusk 122nd year of Ascendancy at 23:52 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Shomoe the Skeleton Gunslinger level 19
8th Flare 122nd year of Ascendancy at 23:43 see stats
Log
A shield forms around Voroda the orc soldier.
Voroda the orc soldier channels mana through his elven-wood magestaff!
Voroda the orc soldier starts to surge mana.
Assassin's aura of power vanishes.
Losgoroth casts Void Blast.
Giant black ant misses Shomoe.
Shomoe uses Emergency Steam Purge.
Orc berserker resists the effect 'Blinded'!
Giant black ant shrugs off the effect 'Blinded'!
Shomoe hits Assassin for 254 fire damage.
Shomoe hits Carrion worm mass for 381 fire damage.
Shomoe hits Orc berserker for 254 fire damage.
Shomoe hits Giant black ant for 254 fire damage.
Shomoe hits Carrion worm mass for 381 fire damage.
Shomoe killed Assassin!
Shomoe killed Carrion worm mass!
Shomoe killed Carrion worm mass!
Losgoroth's Void Blast hits Ritch hunter for 162 arcane damage.
Orc berserker hits Shomoe for (36 flat reduction), 23 physical (23 total damage).
Melee retaliation hits Orc berserker for 2 blight, 2 temporal (4 total damage).
Losgoroth's Void Blast hits Shomoe for (36 flat reduction), 126 arcane (126 total damage).
Carrion worm mass's blight area effect hits Shomoe for (10 flat reduction), 0 blight (0 total damage).
Carrion worm mass's blight area effect hits Naga tide huntress for 12 blight damage.
Carrion worm mass's blight area effect hits Orc berserker for 12 blight damage.
Carrion worm mass's blight area effect hits Giant black ant for 11 blight damage.
Voroda the orc soldier casts Manathrust.
Voroda the orc soldier roars triumphantly.
Voroda the orc soldier hits Shomoe for (36 flat reduction), 230 arcane (231 total damage).
Shomoe the level 32 skeleton gunslinger was dweomered to death by Voroda the orc soldier on level 34 of Infinite Dungeon.








































































































