









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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! 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 34 / 14% | 
| Size | medium | 
| Lifes / Deaths | Killed by Porelle the teluvorta at level 19 on the 8th Allure 123rd year of Ascendancy at 13:231 / 5 Killed by Blood Master at level 22 on the 22nd Regrowth 123rd year of Ascendancy at 02:32 Killed by Eilinyramina the large white snake at level 25 on the 70th Regrowth 123rd year of Ascendancy at 11:13 Killed by Salerebeth the elven corruptor at level 28 on the 77th Regrowth 123rd year of Ascendancy at 22:57 Killed by Silemira the corrupted mastocytic feeder at level 33 on the 27th Pyre 123rd year of Ascendancy at 16:53 | 
Primary Stats
| Strength | 60 (base 51) | 
| Dexterity | 82 (base 50) | 
| Constitution | 31 (base 10) | 
| Magic | 24 (base 10) | 
| Willpower | 26 (base 10) | 
| Cunning | 66 (base 43) | 
Resources
| Life | 901/901 | 
| Mana | 223/258 | 
| Stamina | 199/199 | 
| Steam | 100/100 | 
| Healing Factor | 1.7158714593978 | 
| Regeneration | 5.5765822430428 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 20 | 
| Infravision | 5 | 
| See Stealth | 47.880545025042 | 
| See Invisible | 50.880545025042 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Barehand
| Damage | 110 | 
| Accuracy | 62 | 
| Crit Chance | 36% | 
| APR | 18 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 22 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 36 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +30% | 
| Temporal | +18% | 
| Physical | +36% | 
| Acid | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +15% | 
| Temporal | +14% | 
| Arcane | +10% | 
| Physical | +15% | 
| Acid | +25% | 
Defense: Base
| Armour (hardiness) | 32 (35.65183292883%) | 
| Defense | 51 | 
| Ranged Defense | 51 | 
| Fatigue | 0 | 
| Physical Save | 50 | 
| Spell Save | 33 | 
| Mental Save | 35 | 
Defense: Resistances
| Acid | + 23%( 70%) | 
| Blight | + 39%( 70%) | 
| Arcane | + 20%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 11%( 70%) | 
| Lightning | + 58%( 70%) | 
| Light | + 31%( 70%) | 
| Temporal | + 16%( 70%) | 
| Mind | + 11%( 70%) | 
| Darkness | + 23%( 70%) | 
| Fire | + 19%( 70%) | 
| Nature | + 50%( 70%) | 
Defense: Immunities
| Teleport Resistance | 100% | 
| Pinning Resistance | 69% | 
| Disarm Resistance | 100% | 
| Confusion Resistance | 40% | 
| Knockback Resistance | 72% | 
| Stun Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 21% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 68%. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 433 damage for 4 turns. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 889% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. | 
Class Talents
| Cunning / Tactical | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Grappling | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Pugilism | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Exploit Weakness | 
| talent | Premonition | 
| talent | Striking Stance | 
| talent | Trained Reactions | 
| beneficial effect | Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining)Counter Attacking | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the injured seer to the recall portal on level 1 of Daikara.Escort: injured seer (level 1 of Daikara) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest.Escort: lost defiler (level 2 of Old Forest) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire.Escort: lost tinker (level 2 of Trollmire) As a reward you gained knowledge of tinker technology. | done | 
| You failed to protect the lost warrior from death by Ivebrenne the brown bear.Escort: lost warrior (level 1 of Old Forest) | failed | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost warrior (level 1 of Ruins of Kor'Pul) As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ice wyrm tooth. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed storm wyrm claw. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You 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 2 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  pair of hardened leather boots 'Strikeswift' (15 def, 3 armour) 2.0 T3 feet armor [Random Unique] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% lightning +9% acid Res.pen +15% lightning +5% acid Apr +6 On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Armour +3 Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Evasion: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
| On hands |  Glaresaw (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +5 Dex +4 Mag +3 Wil +3 Cun dps ---------- Melee+ 17 acid 5 fire 5 cold 5 lightning Dmg.mod +3% acid Melee Ret 2 blight ----- def ----- Armour +3 Resists +7% acid +9% light +3% blight Phys.save +10 (+3 eff.) Disarm- +80% ---------- misc Light +3 Talents +3 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 134% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +14.0% Atk.spd 125% Melee+ +12 ice +24 fire +20 acid +19 lightning On Crit.r2 +10 acid On Hit: 10% Corrosive Breath 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  Chargekiss (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Dex +8 Wil +7 Cun dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +24% lightning Acc +9 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% lightning ---------- misc Light +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  steel torque of clear mind [power 2]  (22 cooldown) 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Faladur the steel ring 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +4 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +4 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Confus- +26% Pinning- +20% Knockbk- +23% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +3 Rings make your fingers look great! | 
| On fingers |  Lisydaba the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +21% physical Melee Ret 6 physical On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +6% acid Max.HP +26.00 Disarm- +24% Pinning- +24% Knockbk- +24% Rings make your fingers look great! | 
| Around neck |  Fulemaldir 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +20% acid ----- def ----- Armour +2 Fatigue -6% Resists +15% nature +6% temporal +6% darkness +5% arcane HP.reg +3.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! | 
| Main armor |  Koreruintir (0 def, 20 armour) 2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +10 Mag dps ---------- Dmg.mod +18% temporal +25% physical Res.pen +14% temporal +15% physical Acc +15 (+4 eff.) Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Resists +8% lightning +8% darkness +8% cold +8% blight +9% fire +8% light +11% all Phys.save +12 (+4 eff.) Spell.save +29 (+12 eff.) Mind.save +12 (+5 eff.) Anom.red +22 ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Light source |  Glintpall 1.0 T5 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% arcane ----- def ----- Resists +6% light +5% arcane Phys.save +19 (+6 eff.) Heal.mod +40% Blind- +21% Confus- +14% ---------- misc Light +11 See.Stealth +10 See.Invis +10 Track: Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| Cloak |  Murkreaper the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil +2 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +30% lightning Max.HP +37.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
Inventory
|  medical injector implant (efficiency 122% / cooldown 63%) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the psychic (efficiency 126% / cooldown 65%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the sneak (efficiency 151% / cooldown 91%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the wizard (efficiency 134% / cooldown 65%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  medical injector implant of the wizard (efficiency 122% / cooldown 66%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  healing infusion of the sneak (heal 172; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the titan (die at -383; dur 5; cd 35) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -383 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 383 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the warrior (die at -429; dur 6; cd 31) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -429 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 429 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  movement infusion of the sneak (speed 618%; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 15%; physical; dur 4; cd 11) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the warrior (res 29%; physical; dur 4; cd 15) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the sneak (absorb 96; cd 22) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the titan (absorb 51; cd 12) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the duelist (absorb 341; dur 4; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  schematic: Antimagic 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. | 
|  2 schematic: Explosive 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: 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: Fiery 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. | 
|  3 schematic: Flare 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: Focus Lens 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. | 
|  3 schematic: Galvanic Retributor 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: Grounding Strap 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: Headlamp 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: Healing 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: Iron Grip 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: Kinetic Stabiliser 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: Lightning Coil 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: Mental Stimulator 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: Moss Tread 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: Power Distributor 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: Razor Edge 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: Rocket Boots 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. | 
|  3 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. | 
|  2 schematic: Second Skin 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: Shocking Edge 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: Shocking Touch 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: Spring Grapple 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. | 
|  3 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. | 
|  schematic: Steamsaw 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: Water 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: Winterchill Edge 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. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  Amudrasin the steel ring 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun +3 Str dps ---------- Melee+ 5 physical Ranged+ 7 physical Dmg.mod +11% acid On Hit (Melee): * 12% chance to reduce all saves and defense by 24 * 10 arcane resource burn * 10% chance to reduce armor by 23% On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ----- def ----- Armour +6 Resists +28% acid +3% light ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! | 
|  Anirodunadan the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +1 Dex +4 Wil +14 Cun dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Defense +20 (+7 eff.) Rings make your fingers look great! | 
|  Bloodcaller 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. | 
|  Berigar the Stokenigh 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +9% fire Res.pen +5% darkness +5% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% mind Max.HP +32.00 A belt that goes around your waist. | 
|  Haredemnir the Pusglamour 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% nature Melee Ret 2 nature ----- def ----- Armour +8 Defense +24 (+8 eff.) Crit.chn- 10.00% Phys.save +19 (+6 eff.) Silence- +20% Confus- +20% A belt that goes around your waist. | 
|  Kozilalin 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +3 Wil +2 Con dps ---------- Melee Ret 10 mind ----- def ----- Crit.chn- 10.00% Mind.save +7 (+3 eff.) Max.HP +42.00 ---------- misc See.Invis +9 A belt that goes around your waist. | 
|  rough leather belt 'Ravennaught' 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Dmg.mod +3% light Melee Ret 6 arcane ----- def ----- Resists +6% light +9% darkness ---------- misc Mana/turn +0.04 A belt that goes around your waist. | 
|  enveloping linen cloak of the Shaloren (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak 'Obsidianvagrant' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +6% temporal +6% darkness Spell.save +3 (+1 eff.) Max.HP +30.00 ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Robe of Force (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 49.69 to 62.11 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
|  Tundraknave (0 def, 0 armour) 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% physical Res.pen +10% cold On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +18% acid +14% physical +6% blight +3% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Deledramas (0 def, 12 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+7 eff.) Apr +2 ----- def ----- Armour +12 Fatigue +3% Max.HP +40.00 Confus- +20% ---------- misc Stam/turn +0.50 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  The Black Boots (2 def, 1 armour) 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
|  pair of dwarven-steel boots 'Moldkiss' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% fire Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Fatigue +3% Resists +6% nature +15% fire Phys.save +8 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of rough leather boots 'Bleaksweeper' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% physical Res.pen +5% darkness Apr +2 ----- def ----- Armour +1 Resists +5% fire +5% arcane +6% cold A pair of boots made of leather. | 
|  pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. | 
|  Kirion the Boltdream (0 def, 3 armour) 1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +4 Wil +5 Cun +4 Con dps ---------- Mind.crit +7% Phys.pwr +13 (+4 eff.) Dmg.mod +3% lightning +9% mind Res.pen +10% mind +5% lightning Acc +12 (+3 eff.) ----- def ----- Armour +3 Resists +14% darkness Disarm- +50% ---------- misc Psi/ret +0.12 Infravis +2 Masteries +0.20 Technique/Grappling Unarmed combat: Power 143% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +18.0% Atk.spd 125% Melee+ +13 darkness On Hit: 10% Disarm 5 On Crit: 10% Dominate 5 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour) 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +22% Mind.crit +10% Crit.mult +10.00% Spell.pwr +12 (+6 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.32 Unarmed combat: Power 142% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +16.0% Atk.spd 125% Melee+ +7 arcane On Hit: 10% Elemental Bolt 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  spellstreaming hardened leather gloves of the nighthunter (0 def, 2 armour) 1.0 T2 hands armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +2 Resists +8% darkness ---------- misc Mana/turn +0.16 Infravis +2 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +10.0% Atk.spd 125% Melee+ +6 arcane +12 darkness On Hit: 10% Elemental Bolt 3 On Crit: 10% Dominate 3 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  cashmere wizard hat 'Skythorn' (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% fire On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +18% fire +12% nature A pointy cloth hat, very wizardly... | 
|  Rogue Plight (6 def, 7 armour) 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. | 
|  8 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. | 
|  587 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. | 
|  4 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. | 
|  4 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. | 
|  3 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. | 
|  Pureshaper the iron pickaxe (dig speed 28 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% Dmg.mod +3% nature +3% light Res.pen +20% darkness Melee Ret 8 nature ----- def ----- Resists +6% light +6% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe (dig speed 37 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  6 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Aerewen the Dawnquell 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +5% light +20% acid Melee Ret 4 acid ----- def ----- Max.HP +44.00 ---------- 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. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 'Blizzardcutter' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 2 cold ----- def ----- Resists +3% mind +21% cold Max.HP +40.00 ---------- 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. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  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. | 
|  bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  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 Annulment (1/1) 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. | 
|  Rod of Recall (1/2) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 339/400 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. | 
| potent pain suppressor salve [power 181]potent pain suppressor salve [power 181] 1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 52% cooldown modifier. Let you fight up to -181 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. | 
| powerful frost salve [power 19]powerful frost salve [power 19] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 52% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. | 
| powerful healing salve [power 261]powerful healing salve [power 261] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 52% cooldown modifier. Heal 261 Puts Talent Medical Injector on 13 cooldown Medical salve. | 
| powerful water salve [power 19]powerful water salve [power 19] 1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 122% efficiency and 52% cooldown modifier. Remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 22 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. | 
|  potent second skin 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! | 
|  Poluba the steel torque of psionic shield [power 51]  (22 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +9% nature HP.reg +2.00 Pinning- +20% Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. | 
|  Tarrundil [power 370]  (13 cooldown) 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Str +4 Dex dps ---------- Crit.mult +20.00% Phys.pwr +15 (+5 eff.) Res.pen +10% temporal Acc +30 (+7 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +25 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of clear mind [power 1]  (22 cooldown) 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  elm totem of stinging [power 110]  (13 cooldown) 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  8 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. | 
|  elm wand of lightning storm 'Erelolathamas' [power 116]  (13 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% acid +3% fire +6% nature Cut- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (150 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Burning Star 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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. | 
|  14 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. | 
|  2 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. | 
|  10 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 View From The Gallery (Insane (Adventure) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.
			A View From The Gallery (Insane (Adventure) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By PunchDrunkKatie the Cornac Brawler level 25
63rd Regrowth 123rd year of Ascendancy at 04:45 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By PunchDrunkKatie the Cornac Brawler level 17
69th Dusk 122nd year of Ascendancy at 23:21 see stats
 Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By PunchDrunkKatie the Cornac Brawler level 34
30th Pyre 123rd year of Ascendancy at 04:22 see stats
 Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By PunchDrunkKatie the Cornac Brawler level 25
61st Regrowth 123rd year of Ascendancy at 21:15 see stats
 Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By PunchDrunkKatie the Cornac Brawler level 22
29th Regrowth 123rd year of Ascendancy at 04:58 see stats
 Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By PunchDrunkKatie the Cornac Brawler level 28
74th Regrowth 123rd year of Ascendancy at 04:00 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By PunchDrunkKatie the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 04:48 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By PunchDrunkKatie the Cornac Brawler level 20
3rd Regrowth 123rd year of Ascendancy at 12:56 see stats
 Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By PunchDrunkKatie the Cornac Brawler level 30
1st Pyre 123rd year of Ascendancy at 01:17 see stats
 Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By PunchDrunkKatie the Cornac Brawler level 29
1st Time of Balance 123rd year of Ascendancy at 19:24 see stats
 Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By PunchDrunkKatie the Cornac Brawler level 24
60th Regrowth 123rd year of Ascendancy at 04:07 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By PunchDrunkKatie the Cornac Brawler level 10
3rd Mirth 122nd year of Ascendancy at 02:00 see stats
 The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By PunchDrunkKatie the Cornac Brawler level 13
21st Dusk 122nd year of Ascendancy at 19:10 see stats
 Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Insane (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By PunchDrunkKatie the Cornac Brawler level 22
20th Regrowth 123rd year of Ascendancy at 20:55 see stats
 Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By PunchDrunkKatie the Cornac Brawler level 24
60th Regrowth 123rd year of Ascendancy at 16:09 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By PunchDrunkKatie the Cornac Brawler level 16
46th Dusk 122nd year of Ascendancy at 06:25 see stats
Log
Today is the 36th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
































































