













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Orcs | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Kruk Yeti | 
| Class | Archmage (Technomancer) | 
| Level / Exp | 44 / 89% | 
| Size | medium | 
| Lifes / Deaths | Killed by Islona Magi at level 44 on the 49th Destruction 124th year of Ascendancy at 12:56  / 1 | 
Primary Stats
| Strength | 19 (base 10) | 
| Dexterity | 9 (base 10) | 
| Constitution | 20 (base 10) | 
| Magic | 104 (base 60) | 
| Willpower | 112 (base 60) | 
| Cunning | 89 (base 51) | 
Resources
| Life | -105/878 | 
| Mana | 713/1068 | 
| Steam | 98/100 | 
| Healing Factor | 1.2870588855781 | 
| Regeneration | 0.32176472139452 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 13 | 
| See Stealth | 8 | 
| See Invisible | 25 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 45 | 
| Accuracy | 3 | 
| Crit Chance | 32% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 97 | 
| Crit Chance | 65% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 63 | 
| Crit Chance | 31% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +37% | 
| Mind | +34% | 
| All | 0% | 
| Lightning | +37% | 
| Light | +16% | 
| Temporal | +37% | 
| Physical | +37% | 
| Cold | +104% | 
| Fire | +37% | 
| Darkness | +19% | 
Offense: Damage Penetration
| Blight | +10% | 
| Physical | +17% | 
| Mind | +35% | 
| Nature | +20% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 4 | 
| Physical Save | 26 | 
| Spell Save | 49 | 
| Mental Save | 57 | 
Defense: Resistances
| Acid | + 59%( 70%) | 
| Physical | + 59%( 70%) | 
| Cold | + 70%( 70%) | 
| All | + 53%( 70%) | 
| Darkness | + 60%( 70%) | 
| Light | + 60%( 70%) | 
| Lightning | + 70%( 70%) | 
| Fire | + 51%( 70%) | 
| Mind | + 68%( 70%) | 
Defense: Immunities
| Pinning Resistance | 0% | 
| Bleed Resistance | 0% | 
| Confusion Resistance | 24% | 
| Teleport Resistance | 20% | 
| Stun Resistance | 80% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 10% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.9 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 132 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 Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (642 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat.  | 
| Implants | Effective talent level: 1.0 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 163% efficiency and cooldown mod of 50%. Its effects scale with your Willpower stat.  | 
Class Talents
| Spell / Ice | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Temporal | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
| Spell / Air | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Arcane | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Terrene technomancy | 1.40 | 
  | 4/5 | 
  | 2/5 | 
  | 3/5 | 
  | 2/5 | 
| Spell / Water | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
Generic Talents
| Race / Yeti | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| beneficial effect | All resistances increased by 20%. Defensive Circuit: Resistances Boost | 
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs.  | active | 
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs.  | active | 
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride.  | active | 
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable.  | active | 
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin.  | active | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward.  | active | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies.  | active | 
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west.  | done | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid.  | active | 
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future.  | done | 
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland.  | done | 
Equipment
| On feet |  Darksaw the pair of voratun boots (0 def, 5 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Con +4 Wil offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Mindpower +4 (+1 eff.) Damage +9% darkness Ignore resists +10% blight +17% physical defense ------ Armor +5 Fatigue +4% Resistance +11% fire +12% cold Physical save +0 (+0 eff.) Pinning Resist +0% Knockbk Resist +0% Teleport Resist +0% other ------- Max mana +80.00 Max vim +10.00 Talents +5 Rocket Boots Blindside: Puts all charms on 25 cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  ethereal brass lantern of focus 1.0 Encumbrance T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower +6 (+1 eff.) Damage +6% mind +16% light other ------- Light +9 See Stealth +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  cashmere wizard hat 'Velemina' (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +9 Wil +19 Cun offense ------ Mind Crit +6% Spellpower +20 (+3 eff.) Mindpower +5 (+1 eff.) Spellpower/crit +6 Damage +10% darkness defense ------ Defense +2 (+1 eff.) Resistance +15% darkness Mind save +33 (+9 eff.) other ------- Vim-on-crit +2.00 Hateful Whisper: Puts all charms on 15 cooldown Effective talent level: 4.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 282 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly...  | 
| Tool |  extending stralite torque of clear mind [power 3]  (25 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Zubira the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +12% acid Physical save +9 (+5 eff.) Spell save +6 (+2 eff.) Mind save +9 (+3 eff.) Unlife -60.00 life Life +100.00 Healmod +20% Confus Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great!  | 
| On fingers |  Emelisetta0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +12 Wil +6 Cun offense ------ Spellpower +9 (+1 eff.) Mindpower +11 (+3 eff.) Damage +16% mind defense ------ Resistance +31% mind +9% lightning Silence Resist +10% Teleport Resist +20% Rings make your fingers look great!  | 
| Around waist |  noble's drakeskin leather belt of magery 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +10 Wil +4 Cun offense ------ Spell Crit +3% Against +21% Summoned defense ------ Defense +10 (+5 eff.) Resist Against +15% Summoned Slow Projectiles +25% A belt that goes around your waist.  | 
| In main hand |  Barkpython (136% power, 6 apr, cold element) 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +64.00% Spellpower +30 (+5 eff.) On-Hit 57 fire Damage +3% mind +30% cold Ignore resists +20% nature +20% mind On-Hit (Melee): * 10% chance to slow global speed by 64% other ------- Mana/turn +5.00 See Invis +25 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  drakeskin leather gloves 'Blazekin' (0 def, 3 armour) 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Dex +4 Mag +5 Wil +3 Cun offense ------ Spell Crit +9% Spellpower +11 (+2 eff.) On-Hit 8 acid 8 fire 10 cold 7 lightning Damage +9% mind defense ------ Armor +3 Resistance +15% light Physical save +11 (+6 eff.) other ------- Mana/turn +0.33 Light +3 Talents +5 Spring Grapple Cooldown Double Strike -1 Unarmed combat: Weapon Damage 135% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +17.0% Attack Speed 100% On-hit +12 ice +18 lightning +27 fire +14 arcane +15 acid On Hit: 10% Set Up 5 On Hit: 10% Elemental Bolt 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  Galen's Flowing Robe (0 def, 0 armour) 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+6 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!  | 
| Cloak |  Frozen Shroud (12 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+6 eff.) Resistance +30% lightning -15% fire +25% cold +8% all Stun Resist +50% Release a radius 4 chilling blast, instantly dealing 789.48 cold damage and condensing the air into freezing vapors that deal 263.16 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. This item has been sent to the Item's Vault.  | 
| Around neck |  Frost Lord's Chain0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. This item has been sent to the Item's Vault.  | 
Inventory
 medical injector implant of the wizard (efficiency 170% / cooldown 66%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 170% 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.. Press to compare to your current inscriptions  | 
 healing infusion (heal 64; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 heroism infusion (die at -432; dur 7; cd 27)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -432 life. The duration and life will increase by 1% for every 1% life you have lost (currently 916 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion (heal 241; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 shatter afflictions rune of the psychic (absorb 159; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 159 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions  | 
 4 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 wanderer's steel amulet of willpower (+4)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Wil +3 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great!  | 
 Belagund the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Mag +2 Wil +5 Con +16 Lck offense ------ Accuracy +15 (+10 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +18 (+9 eff.) Resistance +22% light +24% darkness Physical save +16 (+8 eff.) Resist unseen 20% Life +69.00 Life Regen +11.00 Blind Resist +38% other ------- Mana-on-crit +2.00 Max mana +80.00 Amulets make your neck look great!  | 
 gladiator's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +5 Con offense ------ Physical Power +6 (+3 eff.) On-Hit 5 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 36 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 36 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 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!  | 
 Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 80 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John"  | 
 Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.  | 
 Woesun the stralite greatmaul (167% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Rare] Psionic Weapon Damage 167% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% Phasing +30% On-hit +27 mind On Hit: * 35% chance to reduce all saves and defense by 36 While equipped: Stats +7 Cun +7 Wil offense ------ Physical Crit +3.0% Damage +9% mind Ignore resists +15% darkness When Hit 6 darkness defense ------ Unlife -80.00 life other ------- Max stamina +30.00 Massive two-handed mauls.  | 
 gifted mossy mindstar of sand (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+1 eff.) On-Hit 7 physical Damage +5% physical Ignore resists +5% physical defense ------ Resistance +7% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 horrifying pulsing mindstar of balance (107% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 12 mind 7 darkness Damage +4% mind +7% darkness defense ------ Physical save +2 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Equi when Hit +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 pulsing mindstar of disruption (104% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% Damage Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 blooming living mindstar of life (117% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 117% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Life +18.00 Life Regen +1.20 Healmod +25% Heal-on-summon +23 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 creative living mindstar of frost (111% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Mind Crit +5% Critical power +19.00% Mindpower +10 (+3 eff.) On-Hit 14 cold Damage +14% cold Ignore resists +15% cold defense ------ Armor +11 Resistance +7% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 honing living mindstar of balance (114% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +5% physical Ignore resists +6% physical defense ------ Resistance +7% physical Physical save +5 (+3 eff.) Spell save +9 (+3 eff.) Mind save +7 (+2 eff.) other ------- Equi when Hit +2.40 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 living mindstar of flames (111% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Global Speed +8% On-Hit 17 fire Damage +10% fire Ignore resists +10% fire defense ------ Resistance +13% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 mitotic living mindstar of life (114% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 64% * 15% chance to reduce armor by 49% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Life +49.00 Life Regen +1.40 other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 projecting living mindstar (117% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 117% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +13% lightning +15% fire +14% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 coruscating stralite steamsaw of the mystic (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Steamtech Weapon Damage 134% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +6 Mag +5 Wil offense ------ Spellpower +13 (+2 eff.) When Hit 9 fire defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +14% fire other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 stralite steamsaw of earthen fury (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Nature/Steamtech Weapon Damage 137% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +74 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 truestriking voratun steamsaw of massacre (163% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Weapon Damage 163% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +103 Uses 1.0 Steam While equipped: offense ------ Ignore resists +12% physical Accuracy +6 (+5 eff.) Ignore Armor +10 defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm!  | 
 Dreamweaver4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Psionic/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Mind Crit +7% Steampower +5 (+2 eff.) Mindpower +15 (+4 eff.) Throw the gun and cause it to explode, dealing by 351 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 20 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it.  | 
 caustic stralite steamgun of dampening4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Nature/Disrupt/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +28 acid +18 nature Uses 2.0 Steam While equipped: offense ------ Ignore resists +5% acid +12% nature Ignore Armor +9 defense ------ Resistance +13% acid +11% lightning +11% cold +12% fire +4% all Spell save +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 gunslinger's stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Steampower +8 (+3 eff.) Damage +14% physical other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 stormbringer's voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +25 lightning +11 cold Uses 2.0 Steam While equipped: offense ------ Move Speed +37% Ignore resists +15% lightning +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +10 Con +13 Wil defense ------ Life +61.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 pouch of stralite shots of amnesia (17/17, 153% power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Psionic Weapon Damage 153% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 17 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death.  | 
 manaburning pouch of voratun shots of wind (23/23, 166% power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego] Nature/Disrupt Weapon Damage 166% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 Projectile Speed +200% On Hit: * 16 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 56 physical damage Shots are used with slings to pummel your foes to death.  | 
 storming pouch of voratun shots of amnesia (19/19, 164% power, 6 apr)3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego+] Nature/Psionic Weapon Damage 165% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 19 On-ranged-hit +21 lightning On-crit, radius 2 +10 lightning On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death.  | 
 mindwoven linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +7% blight +7% all Mind save +18 (+5 eff.) Life +47.00 Life Regen +1.70 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Duatheltickler the elven-silk robe (24 def, 4 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun offense ------ Spell Crit +9% Spellpower +9 (+1 eff.) Damage +14% light +32% darkness defense ------ Armor +4 Defense +24 (+12 eff.) Resistance +12% lightning +10% darkness +10% cold +10% blight +10% fire +10% light +15% all Physical save +49 (+21 eff.) Spell save +28 (+9 eff.) Mind save +20 (+6 eff.) Stun Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 slimy elven-silk robe of fire (+28%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +19% fire When Hit: * 9% chance to slow global speed by 64% * 7 arcane resource burn defense ------ Resistance +15% all +28% fire A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 tormentor's elven-silk robe of the mountain (+13%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Cun offense ------ Critical power +14.00% Damage +13% physical defense ------ Resistance +15% all +13% physical other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 verdant elven-silk robe of lightning (+21%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +6 Con offense ------ Damage +20% nature +14% lightning defense ------ Resistance +21% lightning +15% all Poison Resist +43% Disease Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Flarearc the reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Nature While equipped: offense ------ Damage +15% fire Ignore resists +25% fire When Hit 6 cold On-Hit (Melee): * 20% chance to reduce armor by 49% defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +27% lightning +12% cold Life +46.00 Life Regen +11.70 Healmod +18% A suit of armour made of leather.  | 
 Breath of Eyal (10 def, 10 armour)9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +10 Defense +10 (+5 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.  | 
 cleansing drakeskin leather armour of resilience (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego] Nature/Disrupt While equipped: defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +18% nature +15% blight Life +25.00 A suit of armour made of leather.  | 
 Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+5 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 51.09 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
 Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+5 eff.) Resistance +15% mind Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
 Eilinatha the Murkfiend (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Mag +2 Wil +10 Con offense ------ Damage +12% darkness defense ------ Armor +3 Fatigue -7% Resistance +3% light Physical save +11 (+6 eff.) Pinning Resist +0% Knockbk Resist +0% Teleport Resist +0% other ------- Encumbrance +33 A pair of boots made of leather.  | 
 grounding pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +6 (+2 eff.) Ignore resists +6% physical defense ------ Armor +5 Resistance +9% lightning +6% temporal Blindside: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
 Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Physical save +0 (+0 eff.) Pinning Resist +50% Knockbk Resist +0% Teleport Resist +0% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (114 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (193 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful.  | 
 Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+4 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power!  | 
 dreamer's pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +5 Fatigue +4% Physical save +7 (+4 eff.) Spell save +11 (+3 eff.) Mind save +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 grounding pair of voratun boots of strife (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +4 (+1 eff.) Ignore resists +7% physical defense ------ Armor +5 Fatigue +4% Resistance +10% lightning +15% temporal Blindside: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.  | 
 Stralite Sand Shredder (0 def, 1 armour)1.0 Encumbrance T4 hands armor [Plot Item] Steamtech While equipped: defense ------ Armor +1 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Ignore Armor +1 Critical Rate +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +7 Str +4 Dex +4 Wil +4 Cun +5 Con defense ------ Armor +3 Physical save +15 (+8 eff.) Disarm Resist +37% other ------- Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 133% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +5 Critical Rate +14.0% Attack Speed 100% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 stone warden's drakeskin leather gloves of magic (+10) (0 def, 19 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +10 Con offense ------ Damage +6% arcane defense ------ Armor +19 Hardiness +8% Resistance +8% physical Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +13 arcane On-crit, radius 2 +9 arcane On Hit: 5% Stone Touch 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Erastir the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +6 Mag offense ------ Physical Power +10 (+5 eff.) Accuracy +7 (+6 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+4 eff.) Mind save +7 (+2 eff.) Healmod +5% Blind Resist +20% Disarm Resist +31% Stun Resist +20% other ------- See Invis +9 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Arcraven (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +0 Cun +7 Con offense ------ Damage +9% lightning When Hit 6 lightning 4 darkness defense ------ Armor +3 Fatigue +3% Resistance +15% lightning +12% mind +12% darkness Mind save +0 (+0 eff.) A cap made of leather.  | 
 hardened leather cap 'Rhidig' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun defense ------ Armor +3 Fatigue +3% Resistance +11% cold Physical save +9 (+5 eff.) Spell save +9 (+3 eff.) Mind save +0 (+0 eff.) Healmod +10% Cut Resist +20% other ------- Psi when Hit +0.24 Breathe water A cap made of leather.  | 
 Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+12 eff.) Ignore Armor +15 defense ------ Defense +10 (+5 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them!  | 
 Pureobeisance the dwarven-steel helm (7 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Cun offense ------ Damage +6% nature Accuracy +6 (+5 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +7 (+4 eff.) Fatigue +4% Resistance +3% temporal +12% light +6% darkness Spell save +9 (+3 eff.) Mind save +0 (+0 eff.) other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight Physical save +5 (+3 eff.) Spell save +5 (+1 eff.) Mind save +5 (+2 eff.) other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
 voratun helm 'Sparkbright' (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +9 Wil offense ------ Mindpower +15 (+4 eff.) Damage +6% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 36 defense ------ Armor +5 Fatigue +5% Resistance +25% blight +13% temporal +13% nature +10% lightning Mind save +12 (+4 eff.) other ------- Max hate +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 16 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 10 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 31 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 29 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 33 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 24 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 28 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+7 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 46 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
amazing fiery salve [power 35] amazing fiery salve [power 35]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
amazing frost salve [power 35] amazing frost salve [power 35]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
amazing pain suppressor salve [power 438] amazing pain suppressor salve [power 438]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Let you fight up to -438 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve.  | 
powerful water salve [power 26] powerful water salve [power 26]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (26% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
 Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 stralite torque of psionic shield 'Drakath' [power 121]  (25 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Spellpower/crit +10 Damage +27% mind defense ------ Resistance +15% mind Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 25 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Arcire [power 254]  (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +15% lightning +10% darkness +15% light When Hit 8 darkness defense ------ Resistance +9% light Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
 ash wand of shielding 'Aroba' [power 206]  (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +6 Con offense ------ Ignore Armor +2 defense ------ Defense +15 (+8 eff.) Resistance +5% arcane +15% fire Spell save +3 (+1 eff.) other ------- Stamina/turn +3.00 Wards +4 blight +4 temporal +4 acid +3 cold Talents +1 Ward Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested!  | 
 Yeti's Muscle Tissue (Mech)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested!  | 
 dwarven steel kinetic stabiliser0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +9 (+5 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power!  | 
Achievements
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By Islona Magi the Kruk Yeti Archmage level 10
21st Retaking 124th year of Ascendancy at 10:16 see stats
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Islona Magi the Kruk Yeti Archmage level 12
28th Retaking 124th year of Ascendancy at 21:23 see stats
			An Other Brick in the Wall (Insane (Roguelike) difficulty)
			Defeated Aeryn in the Gates of Morning without destroying the Observatory nor using ritches help.By Islona Magi the Kruk Yeti Archmage level 41
33rd Destruction 124th year of Ascendancy at 17:20 see stats
			Do not go gentle into that good night (Insane (Roguelike) difficulty)
			Trapped John.By Islona Magi the Kruk Yeti Archmage level 43
38th Destruction 124th year of Ascendancy at 20:48 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Islona Magi the Kruk Yeti Archmage level 29
5th Dearth 124th year of Ascendancy at 18:12 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Islona Magi the Kruk Yeti Archmage level 10
18th Retaking 124th year of Ascendancy at 17:48 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Islona Magi the Kruk Yeti Archmage level 20
25th Revenge 124th year of Ascendancy at 10:58 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Islona Magi the Kruk Yeti Archmage level 30
7th Loss 124th year of Ascendancy at 05:41 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Islona Magi the Kruk Yeti Archmage level 40
32nd Destruction 124th year of Ascendancy at 03:40 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Islona Magi the Kruk Yeti Archmage level 29
6th Loss 124th year of Ascendancy at 22:54 see stats
			Sufficiently Advanced Technology (Insane (Roguelike) difficulty)
			Put five points into each of the tinker-crafting talents as any mage class.By Islona Magi the Kruk Yeti Archmage level 44
49th Destruction 124th year of Ascendancy at 07:20 see stats
			The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Islona Magi the Kruk Yeti Archmage level 41
33rd Destruction 124th year of Ascendancy at 17:20 see stats
			The Restless Dead (Insane (Roguelike) difficulty)
			Disturbed an old battlefield and survived the consequences.By Islona Magi the Kruk Yeti Archmage level 43
39th Destruction 124th year of Ascendancy at 00:18 see stats
			This will make a big Omelette! (Insane (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Islona Magi the Kruk Yeti Archmage level 21
27th Revenge 124th year of Ascendancy at 01:08 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Islona Magi the Kruk Yeti Archmage level 35
26th Destruction 124th year of Ascendancy at 22:00 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Islona Magi the Kruk Yeti Archmage level 16
43rd Retaking 124th year of Ascendancy at 07:53 see stats
Log
Islona Magi stops surging mana.
Islona Magi is no longer surging arcane power.
Talent Rune: Manasurge is ready to use.
Talent Disruption Shield is ready to use.
Islona Magi activates Disruption Shield.
Rested for 50 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Islona Magi deactivates Disruption Shield.
Islona Magi activates Rocket Boots.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi's cleansing fire area effect hits Islona Magi for 98 fire damage.
Islona Magi the level 44 kruk yeti archmage was slowly cooked to death by herself, providing a free meal to the wildlife on level 1 of G.E.M..
Galen's Flowing Robe activates and increases Islona Magi's resistances!



















































































































































