



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 | 
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Male | 
| Race | Orc | 
| Class | Adventurer | 
| Level / Exp | 34 / 6% | 
| Size | medium | 
| Lifes / Deaths | Killed by Nektosh the One-Horned at level 34 on the 31st Dearth 124th year of Ascendancy at 07:02  / 1 | 
Primary Stats
| Strength | 34 (base 19) | 
| Dexterity | 27 (base 12) | 
| Constitution | 32 (base 12) | 
| Magic | 44 (base 22) | 
| Willpower | 76 (base 60) | 
| Cunning | 90 (base 49) | 
Resources
| Psi | 166/166 | 
| Vim | 147/212 | 
| Life | -191/990 | 
| Stamina | 144/346 | 
| Steam | 100/100 | 
| Healing Factor | 1.6033663366337 | 
| Regeneration | 57.841033130634 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 6 | 
| See Stealth | 55.03326605996 | 
| See Invisible | 55.03326605996 | 
Offense: Mainhand
| Damage | 139 | 
| Accuracy | 60 | 
| Crit Chance | 64% | 
| APR | 35 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 68 | 
| Accuracy | 60 | 
| Crit Chance | 63% | 
| APR | 26 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 62 | 
| Crit Chance | 37% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 49 | 
| Crit Chance | 39% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +20% | 
| Nature | +14% | 
| Blight | +20% | 
| Physical | +8% | 
| Fire | +30% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +12% | 
| Acid | +12% | 
| Nature | +17% | 
| All | +7% | 
Defense: Base
| Armour (hardiness) | 113.10665105645 (87.462686567164%) | 
| Defense | 43 | 
| Ranged Defense | 43 | 
| Fatigue | 32 | 
| Physical Save | 49 | 
| Spell Save | 43 | 
| Mental Save | 62 | 
Defense: Resistances
| Acid | + 10%( 70%) | 
| Cold | + 33%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 5%( 70%) | 
| Light | + 37%( 70%) | 
| Mind | + 3%( 70%) | 
| Lightning | + 40%( 70%) | 
| Fire | + 11%( 70%) | 
| Nature | + 18%( 70%) | 
Defense: Immunities
| Pinning Resistance | 5% | 
| Confusion Resistance | 0% | 
| Disarm Resistance | 20% | 
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 0% | 
Inscriptions (4/4)
| 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 101% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity 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 104% efficiency and cooldown mod of 55%.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower stat.  | 
Class Talents
| Steamtech / Battlefield management | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Bloodthirst | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Steamtech / Butchery | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Doom shield | 1.00 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Thoughts of iron | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Demonic pact | 1.00 | 
  | 3/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
Generic Talents
| Corruption / Demonic strength | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 3/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Tempest of Metal | 
| talent | Abyssal Shield | 
| talent | Chant of Fortitude | 
| talent | Hardened Core | 
| talent | Beyond the Flesh | 
| talent | Grinding Shield | 
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling | 
| beneficial effect | The target has 24 increased life regeneration. Recovery | 
| beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 8.50, and stamina regeneration by 1.70. Bloodbath | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | You regenerate a total of 0.00 life over the duration of the effect. Osmosis Regeneration | 
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. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise.  | done | 
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * 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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now.  | done | 
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened.  | 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 | 
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20).  | 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
| Psionic focus |  Plague-Fire Sceptre (127% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Power: 127% Range: 1.2x Uses stat: 200% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Talent granted: +2 Flame Bolts Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more.  | 
| Quiver |  Hellsorder (13/13, 121% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Mag, 120% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 13 On weapon hit: * 20% chance to reduce all saves and defense by 30 Damage (Ranged): +20 fire Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +8 mind / +8 fire Shots are used with slings to pummel your foes to death.  | 
| On hands |  alchemist's dwarven-steel gauntlets of the starseeker (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 4 fire / 5 lightning / 3 cold Changes stats: +4 Mag / +3 Wil / +2 Cun Changes resistances: +7% light / +5% darkness Talent granted: +1 Sand Shredder Infravision radius: +1 When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +8 ice / +11 fire / +4 lightning / +4 acid Damage (radius 2) on crit: +22 light / +18 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 70.80 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(131 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head |  Xunn the hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 physical Changes stats: +8 Cun / +1 Str Changes resistances: +3% cold / +8% nature / +3% mind Changes resistances penetration: +5% physical Spell save: +5 (+2 eff.) Mental save: +24 (+6 eff.) Maximum life: +73.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +14% A cap made of leather.  | 
| On feet |  Squalorterror the pair of drakeskin leather boots (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Changes stats: +2 Str / +5 Mag / +2 Cun Changes resistances: +10% acid / +11% fire / +5% cold / +10% lightning Changes resistances penetration: +10% nature Changes damage: +6% nature Spellpower: +12 (+3 eff.) Light radius: +1 A pair of boots made of leather.  | 
| Tool |  Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
| On fingers |  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Vim when hitting in melee: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| On fingers |  pixie's steel ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 30 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 7 physical Changes stats: +5 Cun / +3 Mag Vim when hit: +0.00 Vim when hitting in melee: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
| Around neck |  SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam?  | 
| In main hand |  Turbocutter (136% power, 23 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Power: 137% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +4.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +16 (+5 eff.) Fatigue: +8% Talent masteries: +0.20 Steamtech / Sawmaiming +0.20 Steamtech / Battlefield management Talents granted: +3 Flame Bolts +2 Block Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..."  | 
| Around waist |  hardened leather belt 'Galayarach' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Changes stats: +8 Dex / +8 Cun / +7 Lck Reduces incoming crit damage: 15.00% Trap disarming bonus: +16 Stealth bonus: +8 Physical save: +9 (+3 eff.) Disarm immunity: +20% Only die when reaching: -20.00 life Mental crit. chance: +9% Infravision radius: +5 It can be used to create a temporary shield that absorbs 203 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist.  | 
| In off hand |  dwarven-steel steamsaw 'Barylen' (126% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 127% Range: 1.5x Uses stats: 100% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +52 When this weapon hits: Silence (25% chance level 4). On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Attacks use: 1.0 Steam When used to attack (with talents): Power: 92% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Block value: +60 On weapon hit: * 20% chance to reduce armor by 39% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Physical power: +8 (+2 eff.) Armour: +11 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +2 Wil / +4 Cun / +8 Con Changes resistances penetration: +5% acid Talent granted: +2 Block Physical save: +9 (+3 eff.) 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!  | 
| Cloak |  Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +30% lightning / +15% cold Physical save: +10 (+3 eff.) Stun/Freeze immunity: +50% This fur cloak is thick and matted, yet remains incredibly soft to the touch.  | 
| Main armor |  Revenant (8 def, 20 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Armour Hardiness: +0% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +6 Str / +6 Dex / +11 Mag / +6 Wil / +6 Cun / +11 Con Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +5% Stun/Freeze immunity: +75% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge.  | 
Inventory
 medical injector implant (efficiency 80% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 75%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 92% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 71%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 87% / cooldown 79%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 79%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 103% / cooldown 64%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 103% efficiency and cooldown mod of 64%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 112% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 75%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the psychic (efficiency 167% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 167% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the sneak (efficiency 143% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 143% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the wizard (efficiency 136% / cooldown 92%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 movement infusion of the wizard (speed 636%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 636% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the duelist (heal 152; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the titan (res 21%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Prismatic Rune (6 turns; acid, physical, darkness, temporal, mind, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 darkness, 5 temporal, 5 mind, 5 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 ethereal rune of the warrior (power 21; resist 19%; move 40%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 40% faster, and you are invisible (power 21). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 restful gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 7 light / 8 darkness Effects when hit in melee: * 7% chance to blind * 6% chance to reduce damage dealt by 25% Changes damage: +8% light / +7% darkness Life regen: +2.00 Amulets can have magical properties.  | 
 serendipitous steel amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Lck / +3 Str Reduce all damage from unseen attackers: 12% Amulets can have magical properties.  | 
 copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Vim when hit: +0.00 Vim when hitting in melee: +0.00 Rings can have magical properties.  | 
 mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -5% Maximum encumbrance: +22 Spellpower: +7 (+2 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties.  | 
 quick stralite longsword of amnesia (141% power, 5 apr) =tag=Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, long, and deadly.  | 
 Giwen (146% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +42 cold When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +12% temporal Disarm immunity: +40% Blunt and deadly.  | 
 Baryharantir the living mindstar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 29 When wielded/worn: Damage (Melee): 12 mind / 15 darkness Changes stats: +4 Dex / +2 Wil / +2 Cun Changes resistances penetration: +5% blight Changes damage: +3% mind / +5% darkness Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +1.40 Hate per kill: +5.00 Psi per kill: +3.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Infravision radius: +1 It can be used to inflict 112.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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.  | 
 blighted ash starstaff of greater warding (111% power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Maximum wards: +3 physical Changes damage: +15% physical Talents granted: +2 Ward +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art.  | 
 Relgerach the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +6 Dex Changes resistances: +6% mind Physical save: +9 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Mindpower: +7 (+3 eff.) A belt that goes around your waist.  | 
 Voidwither the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+5 eff.) Armour: +11 Changes stats: +2 Dex / +3 Wil Changes resistances penetration: +20% darkness Changes damage: +15% darkness Only die when reaching: -80.00 life It can be used to create a temporary shield that absorbs 302 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist.  | 
 blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +9 (+3 eff.) Stealth bonus: +6 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist.  | 
 Kudunagen (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +7 Wil Changes resistances: +5% arcane / +15% acid Changes resistances penetration: +5% mind Mental save: +7 (+1 eff.) Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 cashmere cloak 'Hettadig' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +4 Dex / +3 Cun / +5 Con Changes resistances: +5% arcane Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 shadow cashmere cloak of mindcraft (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +16% darkness Changes resistances penetration: +7% darkness Changes damage: +7% darkness Stealth bonus: +7 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil / +2 Mag Changes resistances: +10% darkness / +15% temporal Spell save: +8 (+3 eff.) Maximum mana: +48.00 Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Morbusriver (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +3 Str / +6 Con Changes resistances: +12% lightning / +12% temporal / +5% arcane Changes damage: +7% physical Size category: +1 A pair of boots made of leather.  | 
 Plagueworth (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +15% acid / +15% fire Changes damage: +18% nature / +6% acid Maximum encumbrance: +32 Physical save: +18 (+6 eff.) Spell save: +10 (+4 eff.) Mental save: +9 (+2 eff.) Silence immunity: +23% Confusion immunity: +32% Stun/Freeze immunity: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
 blood-soaked pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Wil / +3 Mag It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 invigorating pair of hardened leather boots of invasion (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -6% Changes resistances penetration: +10% physical Stamina each turn: +0.50 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather.  | 
 Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 112.53 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.  | 
 steady hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 2). Damage (Melee): +6 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 temporal iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 5 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +3% temporal When used to modify unarmed attacks: Power: 113% Range: 1.4x Uses stats: 40% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-3 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear.  | 
 Isluth the Blindveil (15 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +3 Cun / +4 Mag Changes resistances: +11% acid / +8% fire / +9% cold / +9% lightning Changes resistances penetration: +5% light Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Maximum stamina: +30.00 Light radius: +3 A hat made of leather. Very stylish.  | 
 Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
 Radhadin the Floehunt (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 58% Changes resistances: +15% nature Changes resistances penetration: +5% cold Physical save: +16 (+5 eff.) Disease immunity: +20% Cut immunity: +10% Disarm immunity: +20% Confusion immunity: +20% Healing mod.: +15% A hat made of leather. Very stylish.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 demon seed [daelach] (level 31, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +71% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [daelach] (level 32, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +73% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [daelach] (level 36, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +4 Fiery Portal Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dolleg] (level 31, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +26% blight Reduce damage by fixed amount: +16 blight Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [dolleg] (level 32, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 4 The seed of a demon.  | 
 demon seed [fire imp] (level 2, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 22, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 22, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +21% fire Reduce damage by fixed amount: +11 fire Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 24, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 25, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 26, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +23% fire Reduce damage by fixed amount: +13 fire Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 30, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 31, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [fire imp] (level 36, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Flame Bolts Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [quasit] (level 34, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (level 31, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +4 Blood Shield Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [thaurhereg] (level 38, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +82% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (level 28, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +3 Battle Call Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (level 32, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +17% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (level 35, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +17% Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [uruivellas] (level 36, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Disarm Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 29, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 29, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +15 darkness Changes resistances penetration: +17% darkness Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 30, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Blackice Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 31, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Blackice Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 32, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [water imp] (level 34, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretch titan] (level 35, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 10, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 18, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 26, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 27, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +24% acid Reduce damage by fixed amount: +14 acid Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 28, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Acidic Bath Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 28, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 33, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Acidic Bath Demon status: alive (100% life). The seed of a demon.  | 
 demon seed [wretchling] (level 33, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +27% acid Reduce damage by fixed amount: +17 acid Demon status: alive (100% life). The seed of a demon.  | 
 35 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 39 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 200/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
powerful fiery salve [power 16] powerful fiery salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
powerful frost salve [power 16] powerful frost salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
powerful healing salve [power 224] powerful healing salve [power 224]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 224 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
powerful pain suppressor salve [power 194] powerful pain suppressor salve [power 194]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -194 life and reduces all damage by 19% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
powerful water salve [power 16] powerful water salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side.  | 
 crude focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power!  | 
 steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Tinkers can be attached to normal items to improve them with steam power!  | 
 Branadorekan the yew wand of conjuration [power 170]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +5% arcane / +9% blight Maximum wards: +4 acid / +4 cold / +4 light / +4 arcane Talent granted: +1 Ward Silence immunity: +20% It can be used to fire a magical bolt dealing 170 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 extending ash wand of shielding [power 138]  (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 138 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 soothing ash wand of lightning storm [power 150]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (150 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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.  | 
 28 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By Yarugokath the Orc Adventurer level 22
30th Revenge 124th year of Ascendancy at 15:05 see stats
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Yarugokath the Orc Adventurer level 13
35th Retaking 124th year of Ascendancy at 01:45 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Yarugokath the Orc Adventurer level 31
28th Pain 124th year of Ascendancy at 16:00 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Yarugokath the Orc Adventurer level 10
25th Retaking 124th year of Ascendancy at 19:39 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Yarugokath the Orc Adventurer level 20
14th Revenge 124th year of Ascendancy at 16:52 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Yarugokath the Orc Adventurer level 30
27th Pain 124th year of Ascendancy at 01:19 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Yarugokath the Orc Adventurer level 33
30th Dearth 124th year of Ascendancy at 13:34 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Yarugokath the Orc Adventurer level 22
38th Revenge 124th year of Ascendancy at 07:13 see stats
			This will make a big Omelette! (Insane (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By Yarugokath the Orc Adventurer level 26
39th Revenge 124th year of Ascendancy at 17:56 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Yarugokath the Orc Adventurer level 16
49th Retaking 124th year of Ascendancy at 11:18 see stats
Log
Layusevea the whitehoof ghoul uses Lifeless Rush.
Layusevea the whitehoof ghoul uses Essence Drain.
Layusevea the whitehoof ghoul's spell attains critical power!
Layusevea the whitehoof ghoul hits Yarugokath for (40 turned into osmosis), 418 darkness (418 total damage).
Layusevea the whitehoof ghoul uses Psyshot.
Bleeding from Yarugokath hits Salyrevena the ink squid for (3 to psi shield), 5 physical (5 total damage).
LIFE LOST WARNING!
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There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Space around you starts to dissolve...
Resting starts...
Nektosh the One-Horned uses Essence Drain.
Rested for 1 turns (stop reason: taken damage).
Yarugokath deactivates Osmosis Shield.
Saving game...


























































































































