








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Skeleton | 
| Class | Brawler | 
| Level / Exp | 14 / 30% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded 5 / 0 | 
Primary Stats
| Strength | 35 (base 13) | 
| Dexterity | 51 (base 35) | 
| Constitution | 23 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 26 (base 10) | 
| Cunning | 44 (base 33) | 
Resources
| Life | 439/439 | 
| Stamina | 179/179 | 
| Healing Factor | 1.2499022211821 | 
| Regeneration | 7.68689866027 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 2 | 
Offense: Barehand
| Damage | 54 | 
| Accuracy | 55 | 
| Crit Chance | 14% | 
| APR | 7 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +3% | 
| Light | +10% | 
| Nature | +10% | 
| Cold | +46% | 
| Mind | +3% | 
| Fire | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +35% | 
| Lightning | +10% | 
Defense: Base
| Armour (hardiness) | 24.5 (43.579428603723%) | 
| Defense | 26 | 
| Ranged Defense | 26 | 
| Fatigue | 20 | 
| Physical Save | 29 | 
| Spell Save | 24 | 
| Mental Save | 36 | 
Defense: Resistances
| Blight | + 18%( 70%) | 
| Physical | + 7%( 70%) | 
| Cold | + 44%( 70%) | 
| All | + 3%( 70%) | 
| Darkness | + 21%( 70%) | 
| Light | + 32%( 70%) | 
| Temporal | + 9%( 70%) | 
| Lightning | + 9%( 70%) | 
| Mind | + 9%( 70%) | 
| Fire | + 13%( 70%) | 
| Nature | + 32%( 70%) | 
Defense: Immunities
| Pinning Resistance | 17% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 10% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 10% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%.  | 
Class Talents
| Technique / Pugilism | 1.30 | 
  | 4/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Finishing moves | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Tactical | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Striking Stance | 
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground | 
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | active | 
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+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 treasureIt 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 darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet |  Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
| On hands |  Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 38.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
| On head |  Amuderain the rough leather cap (0 def, 7 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +7 Fatigue +1% Resists +6% lightning +6% temporal +3% physical Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Knockbk- +10% Teleport- +10% A cap made of leather.  | 
| Tool |  Adeba the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+4 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  titan's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +4 (+2 eff.) Rings make your fingers look great!  | 
| On fingers |  copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great!  | 
| Around neck |  Dimblood the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce damage dealt by 16% * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% darkness +6% mind Phys.save +11 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +11 (+5 eff.) Amulets make your neck look great!  | 
| Main armor |  Airmoon (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +9 Wil dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% blight +12% darkness Mind.save +14 (+6 eff.) HP.reg +2.90 ---------- misc Stam/turn +1.00 Light +1 A suit of armour made of mail.  | 
| Light source |  Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
| Cloak |  Dourstone the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 10 blight On Hit (Melee): * 10% chance to reduce damage dealt by 16% * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around waist |  Fulodofang1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +22 (+7 eff.) Dmg.mod +3% mind ----- def ----- Armour +4 Resists +1% physical Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist.  | 
Inventory
 regeneration infusion (heal 119; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 119 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 54; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 54 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  | 
 shielding rune of the titan (absorb 119; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 119 damage for 3 turns. 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. Press to compare to your current inscriptions  | 
 Arthiromigen the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +10 (+10 eff.) S.pwr/crit +4 ---------- misc Mana/s.crit +1.00 Masteries +0.12 Technique/Unarmed training Amulets make your neck look great!  | 
 Brenesagorn0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +2 Con dps ---------- Crit.mult +10.00% Res.pen +5% blight +5% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) Amulets make your neck look great!  | 
 Chalihor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Dex +2 Wil +1 Cun dps ---------- Dmg.mod +3% acid ----- def ----- Resists +6% acid Amulets make your neck look great!  | 
 cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +22% Disease- +21% Amulets make your neck look great!  | 
 conjurer's copper ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) Rings make your fingers look great!  | 
 Dageladurach the Splendourzeal (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Crit.mult +20.00% Spell.pwr +6 (+6 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +10% cold Res.pen +5% light +10% mind ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 elm magestaff 'Artherechik' (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Str +3 Dex +1 Mag +2 Wil dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% lightning ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 53.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 Sleettrail the steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +6% cold Res.pen +9% physical +10% mind +10% all Acc +23 (+7 eff.) Apr +20 ---------- misc Max.hate +6.00 Massive two-handed mauls.  | 
 arcing steel mace of massacre (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly.  | 
 iron dagger of the mystic (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +6 (+6 eff.) Sharp, short and deadly.  | 
 mossy mindstar of balance (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 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.  | 
 strafer's iron steamgun4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 strafer's steel steamgun of lightning4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +6 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% lightning Acc +7 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 pouch of iron shots 'Thundersaw' (17/17, 16-20 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 16.5 - 19.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Ranged+ +20 lightning On Crit.r2 +20 lightning On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death.  | 
 barbed pouch of steel shots (17/17, 28-34 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 28.0 - 33.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 17 On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death.  | 
 windwalling steel shield (0 def, 4 armour, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +4 Fatigue +8% Resists +10% physical Shield.near.proj +14 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices.  | 
 rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% acid HP.reg +2.30 ---------- misc Stam/turn +0.80 A suit of armour made of leather.  | 
 iron mail armour of spell shielding (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +5% arcane Spell.save +11 (+5 eff.) A suit of armour made of mail.  | 
 rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of mail.  | 
 Turystir the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% cold +9% fire +5% arcane +12% light HP.reg +0.80 Heal.mod +11% A belt that goes around your waist.  | 
 Zubama the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +4 Resists +5% fire +3% mind +18% cold Disease- +20% ---------- misc Stam/turn +2.00 A belt that goes around your waist.  | 
 Adyth (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% acid Res.pen +5% mind Melee Ret 10 mind ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Byyagen (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +3% acid Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +3% light ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 thick kruk cloak (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Armour +5 Resists +10% cold A stylish kruk-style cloak, to look awesome.  | 
 Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
 Tarreharavor (10 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Melee Ret 2 mind ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +6% cold Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Silence- +20% Teleport- +10% A pair of boots made of leather.  | 
 Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 42% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
 pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Blazespawn (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Dex +1 Wil dps ---------- Melee+ 6 fire Dmg.mod +4% fire Melee Ret 2 light ----- def ----- Armour +1 Resists +6% fire HP.reg +4.00 Silence- +20% Disarm- +20% Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 psychic's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% mind Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +5 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Scorchbringer the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% mind Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly...  | 
 insulating linen wizard hat of fire (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +22% fire +6% cold A pointy cloth hat, very wizardly...  | 
 rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather.  | 
 insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 citrine0.0 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.  | 
 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 98 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 brass lantern 'Chamydil'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Res.pen +15% arcane ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Max.hate +6.00 Light +3 See.Stealth +7 See.Invis +5 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.  | 
 scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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.  | 
 Polarin the Glacierstone (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind +3% cold Res.pen +5% mind +5% cold Apr +5 Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% mind While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 iron pickaxe 'Issykath' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature +6% acid Crit.chn- 5.00% Phys.save +3 (+1 eff.) Disarm- +10% Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 iron torque of clear mind [power 1]  (25 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 25 cooldown Torques are made by powerful psionics to store psionic powers.  | 
Achievements
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Mort the Skeleton Brawler level 10
7th Flare 122nd year of Ascendancy at 04:12 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Mort the Skeleton Brawler level 5
5th Mirth 122nd year of Ascendancy at 08:32 see stats
Log
Talent Combination Kick is ready to use.
Talent Spinning Backhand is ready to use.
Mort regains balance.
The shield around Mort crumbles.
Talent Uppercut is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Butterfly Kick is ready to use.
Talent Bone Armour is ready to use.
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Mort picks up (m.): iron dagger of the mystic (10-12 power, 5 apr).
There is a way to the next level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a way to the previous level here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 55 turns (stop reason: at exit).


































































































