















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
 EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.6.7Official 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:
 Better Item Description 1.6.6This 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 Forbidden Cults 1.6.7Official 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 | Normal Adventure | 
| Sex | Male | 
| Race | Kruk Yeti | 
| Class | Sawbutcher | 
| Level / Exp | 46 / 35% | 
| Size | gargantuan | 
| Lifes / Deaths | Killed by luminous horror at level 14 on the 1st Revenge 124th year of Ascendancy at 06:221 / 7 Killed by Gymira the black mamba at level 16 on the 3rd Revenge 124th year of Ascendancy at 05:28 Killed by Gymira the black mamba at level 16 on the 3rd Revenge 124th year of Ascendancy at 06:52 Killed by dreaming horror at level 16 on the 14th Revenge 124th year of Ascendancy at 08:38 Killed by Saliba the anorithil at level 37 on the 10th Destruction 124th year of Ascendancy at 14:37 Killed by worm that walks at level 46 on the 45th Destruction 124th year of Ascendancy at 13:48 Killed by blade horror at level 46 on the 45th Destruction 124th year of Ascendancy at 15:07 | 
Primary Stats
| Strength | 171 (base 60) | 
| Dexterity | 28 (base 31) | 
| Constitution | 85 (base 36) | 
| Magic | 10 (base 10) | 
| Willpower | 20 (base 10) | 
| Cunning | 76 (base 60) | 
Resources
| Life | -304/1618 | 
| Steam | 86/86 | 
| Healing Factor | 1.1211764705883 | 
| Regeneration | 6.7831176470592 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +55.555555555556% | 
Vision
| Sight | 12 | 
| Lite | 2 | 
| Infravision | 19 | 
| See Stealth | 25 | 
| See Invisible | 31 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 231 | 
| Accuracy | 40 | 
| Crit Chance | 41% | 
| APR | 47 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 21% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 21% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | -15% | 
| Blight | -12% | 
| Physical | +2% | 
| Fire | -3% | 
| All | -25% | 
Offense: Damage Penetration
| Light | +10% | 
| Physical | +28% | 
| Fire | +28% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 88.855553398995 (100%) | 
| Defense | 38 | 
| Ranged Defense | 38 | 
| Fatigue | 0 | 
| Physical Save | 65 | 
| Spell Save | 30 | 
| Mental Save | 23 | 
Defense: Resistances
| Acid | + 26%( 70%) | 
| Lightning | + 13%( 70%) | 
| Darkness | + 15%( 70%) | 
| Cold | + 40%( 70%) | 
| Blight | + 34%( 70%) | 
| Physical | + 25%( 70%) | 
| Fire | + 20%( 70%) | 
| All | -6%( 70%) | 
Defense: Immunities
| Stun Resistance | 30% | 
| Disarm Resistance | 100% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 100% | 
| Knockback Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 70% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 203% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 85%. Its effects scale with your Strength stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.9 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Willpower stat. | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Butchery | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Furnace | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Automated butchery | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Race / Yeti | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 0.80 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Furnace | 
| talent | Tempest of Metal | 
| talent | Mow Down | 
| talent | Chant of Fortress | 
| talent | Grinding Shield | 
| detrimental effect | The target has been dominated.  It is unable to move and has lost 16 armor and 24 defense. Attacks from Nightmare horror gain 48% damage penetration.Dominated | 
| detrimental effect | Slowed by 50% and taking 97 crushing damage per turn.Imploding (slow) | 
| detrimental effect | The target is infected with carrion worm larvae.  Each turn it will lose one beneficial physical effect and 63.18 blight and acid damage will be inflicted.Worm Rot After five turns the disease will inflict 179.36 blight damage and spawn a carrion worm mass. | 
| detrimental effect | The gloom reduces damage the target inflicts by 25%.Gloom Weakness | 
| detrimental effect | Huge cut that bleeds, doing 51.16 physical damage per turn.Bleeding | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| detrimental effect | The gloom reduces the target's global speed by 30%.Slowed by the gloom | 
| detrimental effect | Caught in a slimy tendril, reducing all damage by 44%.Slimy Tendril | 
| beneficial effect | You have 10 charges.Molten Point | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| The time for revenge is at hand! The Tribe stands crippled under your assaults.No Fumes Without Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| 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 | 
| Inside some of your foes you have found some intact pieces that give you new ideas.Research. Tinker. Annihilate. Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our 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 | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done | 
| 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. | active | 
| In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core.Voyage to the Center of Eyal Strange mutated giants came out. You must find the source of those titans! | active | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Unbreakable Greaves (8 def, 20 armour) 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% ---------- misc Talents +5 Rocket Boots These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. | 
| Light source |  preserving dwarven lantern of health 1.0 T5 lite [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% blight Max.HP +60.00 HP.reg +6.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! | 
| Tool |  sapper's voratun pickaxe (dig speed 18 turns) 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Cun +3 Str dps ---------- Acc +6 (+2 eff.) ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  gladiator's voratun ring of blight (+13%) 0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +13% blight ----- def ----- Resists +13% blight Rings can have magical properties. | 
| On fingers |  Adureta the Lustrestriker 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Dex +3 Wil +2 Cun dps ---------- Res.pen +10% light ----- def ----- Mind.save +12 (+6 eff.) Blind- +20% Confus- +21% ---------- misc Light +1 Infravis +3 See.Stealth +5 See.Invis +11 Rings can have magical properties. | 
| Around waist |  monstrous drakeskin leather belt of life 1.0 T5 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Phys.save +14 (+3 eff.) HP.reg +1.80 Heal.mod +18% ---------- misc Size +1 A belt that goes around your waist. | 
| In main hand |  The Twisted Blade (50-75 power, 40 apr) 3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +40 Crit +21.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... | 
| On hands |  brawler's voratun gauntlets of strength (+6) (0 def, 3 armour) 1.5 T4 hands armor [Ego+] Master While equipped: Stats +6 Str +3 Dex +2 Cun dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+2 eff.) Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  The Black Plate (25 def, 40 armour) 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +40 Hardiness +20% Defense +25 (+9 eff.) Fatigue +16% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+12 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" | 
| Cloak |  Jetpack (10 def, 0 armour) 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+4 eff.) Resists +18% lightning Phys.save +10 (+2 eff.) Stun/Frz- +30% ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. | 
| Around neck |  Sunstone 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? | 
Inventory
|  medical injector implant of the warrior (efficiency 201% / cooldown 92%) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 92%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant (steam 10) 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the sneak (steam 9) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  schematic: Acid Groove 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Air Recycler 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Alchemist's Helper 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Antimagic Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Corrosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Explosive Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Fiery Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flash Powder 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Frost Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fungal Web 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Grounding Strap 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  4 schematic: Headlamp 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Iron Grip 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Kinetic Stabiliser 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Lightning Coil 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Mental Stimulator 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Moss Tread 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Pain Suppressor Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rocket Boots 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Saw Projector 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Saw Shell 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Spike Attachment 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Steamsaw 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Unstoppable Force Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Waterproof Coating 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  copper amulet of magic (+2) 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. | 
|  warmaker's gold amulet of vision 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex +6 Wil ----- def ----- Blind- +17% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets can have magical properties. | 
|  Elemental Fury 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  Relgulehek 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+12 eff.) Dmg.mod +12% arcane Res.pen +25% acid Acc +12 (+4 eff.) Apr +12 ----- def ----- Defense +13 (+5 eff.) Resists +5% arcane ---------- misc Max.psi +50.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  copper ring of fire (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. | 
|  mule's steel ring of pilfering 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Fatigue -5% ---------- misc Max.enc +23 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  pixie's stralite ring 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +9 (+9 eff.) Rings can have magical properties. | 
|  treant's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +11 (+4 eff.) Resists +5% nature +6% blight Poison- +11% Disease- +12% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. | 
|  warrior's gold ring of light (+24%) 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +6 Resists +24% light Rings can have magical properties. | 
|  warrior's steel ring 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. | 
|  warrior's stralite ring of darkness (+28%) 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +14% darkness ----- def ----- Armour +8 Resists +28% darkness Rings can have magical properties. | 
|  stormbringer's voratun battleaxe of amnesia (56-84 power, 4 apr) 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Psionic Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +52 lightning +27 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +60% Res.pen +17% lightning +34% cold Massive two-handed battleaxes. | 
|  caustic voratun greatsword of amnesia (61.5-98.4 power, 4 apr) 3.0 T5 greatsword 2H weapon [Ego++] Nature/Psionic Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +33 acid +28 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +31% acid +13% nature Apr +16 Massive two-handed swords. | 
|  steady dragonbone longbow 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +6.0% Acc +17 (+5 eff.) Longbows are used to shoot arrows at your foes. | 
|  Overseer (17-18.7 power, 27 apr, mind damage) 3.0 T3 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+5 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+12 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. | 
|  blazebringer's voratun steamsaw of amnesia (40.5-60.75 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +0 Crit +5.0% Atk.spd 100% Block +90 On Crit.r2 +31 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: dps ---------- All.spd +8% Res.pen +14% fire ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  chilling dwarven-steel steamsaw of daylight (20-30 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Melee+ +10 light +5 cold Against +10% Undead Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  chilling voratun steamsaw (40-60 power, 16 apr) 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +21.0% Atk.spd 100% Block +104 Melee+ +19 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  corrosive steel steamsaw of crippling (14-21 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% On Melee Ret: * 10% chance to reduce armor by 15% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  crackling stralite steamsaw of crushing (28.5-42.75 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +9 (+2 eff.) Melee Ret 13 lightning ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +11% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  dwarven-steel steamsaw of massacre (25-37.5 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  enhanced voratun steamsaw of crushing (40-60 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Str +9 Dex +11 Mag +9 Wil +10 Cun +6 Con dps ---------- Phys.crit +6.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  exposing steel steamsaw of massacre (20-30 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 22 On Melee Ret: * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  flaming iron steamsaw of massacre (16.5-24.75 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  living voratun steamsaw of lightning resistance (+15%) (41-61.5 power, 0 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Fatigue +12% Resists +15% blight +15% nature +18% lightning Max.HP +48.00 ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  reinforced dwarven-steel steamsaw of massacre (27-40.5 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 27.0 - 40.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  truestriking stralite steamsaw of patience (30.5-45.75 power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +65 Uses 1.0 Steam While equipped: dps ---------- Res.pen +12% physical Acc +10 (+3 eff.) Apr +7 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +14% temporal ---------- misc Talents +2 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (146) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. 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! | 
|  windwalling iron steamsaw of crippling (11-16.5 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- Phys.crit +5.0% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +10% physical Shield.near.proj +13 Proj.slow +12% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  drakeskin leather belt 'Ebonywreck' 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Cun +7 Lck dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% darkness ----- def ----- Resists +8% acid +12% darkness +7% lightning +7% fire +3% mind +7% cold Spell.save +9 (+5 eff.) Stealth +8 ---------- misc T.Disarm +11 Infravis +4 Size +1 A belt that goes around your waist. | 
|  grounding rough leather belt 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. | 
|  hardened leather belt 'Tideshine' 1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: dps ---------- Mind.crit +1% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% cold Res.pen +20% mind ----- def ----- Armour +5 Defense +8 (+3 eff.) Phys.save +23 (+5 eff.) Spell.save +7 (+4 eff.) ---------- misc Equi/ret +0.04 Size +1 A belt that goes around your waist. | 
|  Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 20.74 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
|  Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +0% lightning +15% cold +0% nature Phys.save +10 (+2 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
|  enveloping elven-silk cloak of Iron Throne (16 def, 0 armour) 2.0 T5 cloak armor [Ego] Master While equipped: Stats +3 Str +4 Con ----- def ----- Defense +16 (+6 eff.) Phys.save +15 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  murderer's cashmere cloak of Eldoral (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick cashmere cloak of fog (7 def, 8 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +7 (+3 eff.) Resists +0% lightning +14% fire +12% light +13% cold Stealth +9 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  ancient elven-silk robe (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +16% physical +24% temporal Res.pen +8% physical +11% temporal ----- def ----- Resists +15% all Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Glintsin the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% light ----- def ----- Armour +3 Resists +6% cold +5% arcane +20% nature HP.reg +7.00 Heal.mod +15% ---------- misc Light +3 A pair of boots made of leather. | 
|  Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! | 
|  miner's pair of dwarven-steel boots of rushing (0 def, 7 armour) 3.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 [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 of tirelessness (0 def, 3 armour) 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. | 
|  stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) 2.0 T3 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +3 Stealth +7 ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. | 
|  Chamerig the drakeskin leather gloves (10 def, 19 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+4 eff.) Melee+ 9 lightning 10 physical Dmg.mod +5% lightning +5% physical Apr +3 ----- def ----- Armour +19 Defense +10 (+4 eff.) Resists +7% lightning Die.at -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  hardened leather gloves of butchering (0 def, 2 armour) 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+1 eff.) Apr +8 ----- def ----- Armour +2 Resists +5% blight Spell.save +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  stone warden's hardened leather gloves of dexterity (+9) (0 def, 9 armour) 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +9 Con dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +9 Hardiness +5% Resists +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-10 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. | 
|  Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
|  Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +0 Cun +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Mind.save +0 (+0 eff.) Silence- +0% Stun/Frz- +30% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed 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. | 
|  The Cage (0 def, 0 armour) 1.0 T3 head armor [Unique] Psionic While equipped: Stats +0 Cun dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind Mind.save +0 (+0 eff.) You are immune to mental status effects. Nothing will ever reach you again. | 
|  Visage of Nektosh (4 def, 8 armour) 3.0 T2 head armor Reqs - Heavy armour training Mag 12 [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  dwarven-steel helm of the depths (0 def, 4 armour) 3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  rough leather hat 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 hat made of leather. Very stylish. | 
|  Chromatic Harness (10 def, 14 armour) 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Hardiness +0% Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% acid +20% cold Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. | 
|  impenetrable steel mail armour of clarity (2 def, 13 armour) 14.0 T2 heavy armor [Ego] Master/Psionic While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +11 (+6 eff.) A suit of armour made of mail. | 
|  impenetrable steel mail armour of spell shielding (2 def, 13 armour) 14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. | 
|  Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour) 9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+5 eff.) Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. | 
|  Plate of the Blackened Mind (15 def, 40 armour) 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+5 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+13 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 4 Armour, 6 Defense and your attacks will gain 26% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. | 
|  Therapeutic Platemail (4 def, 10 armour) 12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) Melee Ret 0 physical ----- def ----- Armour +10 Hardiness +0% Defense +4 (+2 eff.) Fatigue +22% Resists +10% fire +15% cold Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. | 
|  iron plate armour of temporal resistance (0 def, 7 armour) 17.0 T1 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% temporal A suit of armour made of metal plates. | 
|  Temporal Rift (8 def, 4 armour, 325 block) 7.0 T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +12 (+11 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+4 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+10 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. | 
|  agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tower Detonator 0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. | 
|  Goedalath Rock 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-14 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+13 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Forbidden Tome: "A View From The Gallery" 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. | 
|  5 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Dúathedlen Heart 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. | 
|  Summertide Phial 1.0 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 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. | 
|  dreamer's alchemist's lamp of corpselight 1.0 T3 lite [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +5% Mind.crit +7% Spell.pwr +4 (+4 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Resists +10% blight +9% darkness Mind.save +6 (+3 eff.) ---------- misc Light +4 Infravis +3 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 18 blight damage or heals 53 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Automated Portable Extractor 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  5 bloodstone 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  fire opal 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  3 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of 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. | 
| simple frost salve [power 24]simple frost salve [power 24] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 75% cooldown modifier. Remove 1 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 295]simple healing salve [power 295] 1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 203% efficiency and 75% cooldown modifier. Heal 295 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  Stralite Sand Shredder 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  dwarven steel armour reinforcement 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel grapple 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel grounding strap 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! | 
|  dwarven steel mental stimulator 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! | 
|  good acid groove 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! | 
|  good acid groove 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! | 
|  good waterproof coating 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +10% nature +10% cold Tinkers can be attached to normal items to improve them with steam power! | 
|  iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! | 
|  potent air recycler 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! | 
|  steel spike attachment 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! | 
|  iron torque of psionic shield [power 25]  (25 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Mirewire the yew totem of summon tentacle [power 220]  (25 cooldown) 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% fire Melee Ret 8 nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +3% nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 576 Base Damage: 256 Armor: 15 All Resist: 17 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 27% for 2 turns. 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  dragonbone totem of healing [power 518]  (15 cooldown) 2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 518 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  7 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  innervating dragonbone wand of shielding [power 524]  (20 cooldown) 2.0 T5 wand charm [Ego] Arcane Create a shield absorbing up to 524 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 38% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  5 diamond 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  6 moonstone 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 pearl 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  2 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  amber 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By Choppah the Kruk Yeti Sawbutcher level 3
11st Retaking 124th year of Ascendancy at 07:59 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Choppah the Kruk Yeti Sawbutcher level 12
41st Retaking 124th year of Ascendancy at 11:33 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Choppah the Kruk Yeti Sawbutcher level 26
52nd Pain 124th year of Ascendancy at 23:47 see stats
 I did not want that!
			Tricked Nektosh into killing one of his own people.
			I did not want that!
			Tricked Nektosh into killing one of his own people.By Choppah the Kruk Yeti Sawbutcher level 18
20th Revenge 124th year of Ascendancy at 17:43 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Choppah the Kruk Yeti Sawbutcher level 10
28th Retaking 124th year of Ascendancy at 15:11 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Choppah the Kruk Yeti Sawbutcher level 20
29th Revenge 124th year of Ascendancy at 23:01 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Choppah the Kruk Yeti Sawbutcher level 30
4th Loss 124th year of Ascendancy at 00:00 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By Choppah the Kruk Yeti Sawbutcher level 40
42nd Destruction 124th year of Ascendancy at 11:26 see stats
 No Steam, No Palace. No Palace, No Palace!
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.
			No Steam, No Palace. No Palace, No Palace!
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Choppah the Kruk Yeti Sawbutcher level 44
44th Destruction 124th year of Ascendancy at 23:19 see stats
 One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Choppah the Kruk Yeti Sawbutcher level 44
44th Destruction 124th year of Ascendancy at 23:19 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Choppah the Kruk Yeti Sawbutcher level 31
4th Loss 124th year of Ascendancy at 15:32 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Choppah the Kruk Yeti Sawbutcher level 31
18th Loss 124th year of Ascendancy at 10:34 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Choppah the Kruk Yeti Sawbutcher level 16
14th Revenge 124th year of Ascendancy at 08:24 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Choppah the Kruk Yeti Sawbutcher level 36
42nd Loss 124th year of Ascendancy at 15:00 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Choppah the Kruk Yeti Sawbutcher level 15
3rd Revenge 124th year of Ascendancy at 01:06 see stats
Log
Blade horror's phys.bleed area effect hits Netherworm mass for 57 physical damage.
Choppah receives 33 healing.
Saw horror receives 37 healing from Melee retaliation.
Saw horror misses Choppah.
Netherworm mass misses Choppah.
Netherworm mass leeches life from Choppah!
Bleeding from Blade horror hits Netherworm mass for 6 physical damage.
Bleeding from Blade horror hits Netherworm mass for 23 physical damage.
Bleeding from Blade horror hits Netherworm mass for 26 physical damage.
Netherworm mass receives 37 healing from Melee retaliation.
Choppah hits Netherworm mass for 18 healing, 14 healing (0 total damage) [31 healing].
Netherworm mass hits Choppah for 12 temporal, 9 darkness (21 total damage).
Bursting entropic shard's nether breach hits Choppah for 0 darkness damage.
Luminous horror casts Providence.
Worm that walks hits Choppah for 35 physical, 27 mind, 23 blight, 26 physical, 5 darkness, 27 mind, 0 blight (143 total damage).
Worm that walks receives 10 healing from Ruin.
Bleeding from Blade horror hits Giant netherworm for 47 physical damage.
Melee retaliation hits Worm that walks for 37 healing, 37 healing (0 total damage) [73 healing].
Bleeding from Blade horror hits Worm that walks for 81 physical damage.
Bleeding from Blade horror hits Saw horror for (19 to psi shield), 29 physical (29 total damage).
Bleeding from Blade horror hits Blade horror for (17 to psi shield), 25 physical (25 total damage).
Bleeding from Blade horror hits Netherworm mass for 34 physical damage.
Bleeding from Blade horror hits Netherworm mass for 37 physical damage.
Saw horror receives 37 healing from Melee retaliation.
Bleeding from Saw horror hits Blade horror for (10 to psi shield), 14 physical (14 total damage).
Bursting entropic shard's Reality Fracture hits Choppah for 16 temporal, 3 darkness (18 total damage).
Blade horror deactivates Kinetic Aura.
Choppah resists the punch!
Saw horror is knocked back!
Nightmare horror casts Invoke Darkness.

























































