















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ASCII/Modern Graphics Mode 1.7.0Request from impsy on the Discord. Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds". Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ASCII Tactical Borders 1.7.4Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Ghoul | 
| Class | Sawbutcher | 
| Level / Exp | 19 / 69% | 
| Size | medium | 
| Lifes / Deaths | Killed by Cyrybrekira the gigantic sandworm tunneler at level 19 on the 56th Dusk 122nd year of Ascendancy at 01:45/ 1 | 
Primary Stats
| Strength | 59 (base 47) | 
| Dexterity | 24 (base 23) | 
| Constitution | 23 (base 11) | 
| Magic | 10 (base 10) | 
| Willpower | 14 (base 10) | 
| Cunning | 42 (base 25) | 
Resources
| Life | -260/670 | 
| Steam | 7/100 | 
| Healing Factor | 1.2599022211821 | 
| Regeneration | 8.7563204372154 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -4.4408920985006E-14% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 5 | 
| See Stealth | 40.71398951555 | 
| See Invisible | 39.71398951555 | 
Offense: Mainhand
| Damage | 83 | 
| Accuracy | 41 | 
| Crit Chance | 13% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 41 | 
| Accuracy | 41 | 
| Crit Chance | 12% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 15 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 34 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +5% | 
| Acid | +15% | 
| Fire | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +20% | 
| Light | +20% | 
| Nature | +30% | 
Defense: Base
| Armour (hardiness) | 66.292304923968 (87.807182003187%) | 
| Defense | 31 | 
| Ranged Defense | 31 | 
| Fatigue | 24 | 
| Physical Save | 25 | 
| Spell Save | 8 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | + 3%( 70%) | 
| Physical | + 7%( 70%) | 
| Cold | + 9%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 16%( 70%) | 
| Light | + 12%( 70%) | 
| Mind | + 6%( 70%) | 
| Lightning | + 18%( 70%) | 
| Nature | + 16%( 70%) | 
Defense: Immunities
| Stun Resistance | 80% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Silence Resistance | 20% | 
| Bleed Resistance | 100% | 
| Pinning Resistance | 43% | 
| Disarm Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 93% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 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 100% efficiency and cooldown mod of 100%. | 
| 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 100% efficiency and cooldown mod of 100%. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Steamtech / Butchery | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Undead / Ghoul | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the repented thief to the recall portal on level 1 of Old Forest.Escort: repented thief (level 1 of Old Forest) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.Escort: repented thief (level 2 of Ruins of Kor'Pul) As a reward you improved Cunning by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  pair of iron boots 'Vorelaith' (0 def, 13 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +13 Fatigue +2% Resists +9% cold Phys.save +3 (+2 eff.) Heal.mod +5% Cut- +10% ---------- misc Infravis +2 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  quiver of elm arrows of accuracy (14/14, 15-21 power, 5 apr) 3.0 T1 arrow ammo [Ego] Master Power 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. | 
| Light source |  Blindfame the brass lantern 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +15% light ----- def ----- Defense +20 (+9 eff.) Resists +3% acid Crit.chn- 5.00% Mind.save +6 (+3 eff.) Disease- +10% Knockbk- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Dawnquill (0 def, 5 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 10 light ----- def ----- Armour +5 Fatigue +5% Resists +6% nature Silence- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% Disarm- +70% ---------- misc Talents +2 Iron Grip Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
| Tool |  Nerosenor the Deepssin [power 105]  (15 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Melee Ret 6 mind ----- def ----- Resists +3% darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  warrior's copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +23% Pinning- +21% Knockbk- +21% Rings make your fingers look great! | 
| On fingers |  Brightmire 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +3% fire Melee Ret 4 acid 6 fire On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Max.HP +30.00 Disarm- +25% Pinning- +22% Knockbk- +22% Rings make your fingers look great! | 
| Around neck |  warrior's copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! | 
| In main hand |  chilling dwarven-steel steamsaw of reflection (23-34 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Melee+ +5 cold On Hit: * shock your foe dealing 15 damage and draining some of their resources Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% light +13% darkness ---------- 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! | 
| Around waist |  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Growthminister the steel steamsaw (22-32 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 On Hit: * shock your foe dealing 15 damage and draining some of their resources Uses 1.0 Steam While equipped: Stats +5 Cun +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Res.pen +20% mind +10% nature ----- 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! | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +18% lightning Stun/Frz- +30% A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Main armor |  Bloomjustice the dwarven-steel mail armour (3 def, 20 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Res.pen +20% nature Apr +1 Melee Ret 30 physical ----- def ----- Armour +20 Defense +3 (+1 eff.) Fatigue +13% Resists +6% mind +2% physical Mind.save +12 (+6 eff.) Max.HP +38.00 HP.reg +6.70 Heal.mod +10% ---------- misc Stam/turn +0.50 A suit of armour made of mail. | 
Inventory
|  medical injector implant of the wizard (efficiency 148% / cooldown 51%) 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 148% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the titan (steam 6) 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  acid wave rune of the warrior (damage 200; dur 4; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 199.87 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  blink rune of the warrior (range 7; phase 21; cd 15) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune of the psychic (absorb 209; dur 4; cd 14) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  4 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. | 
|  schematic: Focus Lens 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 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. | 
|  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: Spring Grapple 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Water Salve 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 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. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  Cyrebrenn 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +3 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Melee Ret 10 mind ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.psi +20.00 Rings make your fingers look great! | 
|  Emyda the Flashcrypt 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +11% nature +3% light Res.pen +5% light +10% lightning ----- def ----- Resists +22% nature Rings make your fingers look great! | 
|  copper ring of sensing 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! | 
|  rogue's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! | 
|  wizard's steel ring of luminosity 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 14 light Ranged+ 16 light Dmg.mod +11% light ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! | 
|  Bill's Tree Trunk (30-51 power, 7 apr) 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  Porotha the Fogrigor (28-43 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Rare] Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +20 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% ----- def ----- Resists +3% light +2% physical Heal.mod +15% Pinning- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed mauls. | 
|  truestriking steel greatmaul of erosion (31-46 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Ego+] Nature/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Res.pen +9% physical Acc +7 (+3 eff.) Apr +10 Massive two-handed mauls. | 
|  ash longbow of dexterity (+5) 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Dex dps ---------- Res.pen +9% physical Longbows are used to shoot arrows at your foes. | 
|  projecting thorny mindstar (8-9 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +8% lightning +8% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  resonating vined mindstar of venom (5-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego++] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 acid Dmg.mod +9% acid +3% mind Res.pen +6% acid +3% mind ----- def ----- Resists +4% acid +3% mind Dmg.Resnn +6% HP.reg +2.00 ---------- misc Psi/ret +0.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Tinkerer's Twinblaster 4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. | 
|  Viletooth (20-30 power, 12 apr) 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. | 
|  arcing steel steamsaw of fire resistance (+16%) (15-22 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +16% fire ---------- 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! | 
|  iron steamsaw (10-15 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 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! | 
|  iron steamsaw (11-16 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +12 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! | 
|  iron steamsaw 'Blindfear' (12-17 power, 5 apr) 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.5% Atk.spd 100% Block +14 Phasing +11% On Hit.r1 +4 arcane Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% blight ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% light ---------- 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! | 
|  iron steamsaw of fire resistance (+15%) (12-17 power, 0 apr) 3.0 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 11.5 - 17.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% fire ---------- 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! | 
|  shocking steel steamsaw of persecution (15-22 power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego] Nature/Disrupt/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Against +7% Unnatural Uses 1.0 Steam While equipped: Stats +2 Wil dps ---------- Melee+ 9 lightning Melee Ret 4 lightning ----- 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! | 
|  windwalling dwarven-steel steamsaw of cold resistance (+10%) (20-30 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +15% cold +10% physical Shield.near.proj +35 Proj.slow +12% ---------- 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! | 
|  arcing dwarven-steel waraxe of vileness (20-27 power, 4 apr) 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 9 * 25% chance for lightning to strike from the target to a second target dealing 16 damage One-handed war axes. | 
|  chilling steel waraxe of shearing (13-18 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 cold While equipped: dps ---------- Res.pen +6% all Acc +7 (+3 eff.) Apr +7 One-handed war axes. | 
|  Emelirialrata 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% mind ----- def ----- Resists +6% mind HP.reg +0.70 Heal.mod +11% ---------- misc Max.hate +2.00 A belt that goes around your waist. | 
|  Sleetream 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% light Melee Ret 8 cold On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +6% cold Mind.save +8 (+4 eff.) Max.HP +52.00 A belt that goes around your waist. | 
|  rough leather belt 'Bethyda' 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +15 (+7 eff.) Resists +6% fire +6% cold Crit.chn- 15.00% A belt that goes around your waist. | 
|  Lisolramina the Nightbrand (1 def, 4 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Crit.mult +5.00% Apr +1 Melee Ret 6 darkness ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +6% cold ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak 'Delygorn' (1 def, 13 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil ----- def ----- Armour +13 Defense +1 (+0 eff.) Resists +3% acid +12% cold HP.reg +4.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  elven-silk robe 'Chillhack' (0 def, 4 armour) 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Str +6 Con dps ---------- Phys.crit +2.0% Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +14% nature +9% cold ----- def ----- Armour +4 Resists +8% lightning +7% darkness +8% cold +8% blight +8% fire +7% light +15% all Phys.save +14 (+7 eff.) Spell.save +25 (+18 eff.) Mind.save +32 (+15 eff.) Poison- +30% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of iron boots 'Ce'Nirin' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Dmg.mod +9% acid Res.pen +15% acid ----- def ----- Armour +3 Fatigue +2% ---------- misc Infravis +1 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 'Zanirovor' (3 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +3% light +9% temporal ---------- misc Infravis +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  undeterred pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +22% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [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. | 
|  Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.44 to 94.32 lightning damage (62.88 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
|  Nimbuskiss (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Spell.save +6 (+6 eff.) A cap made of leather. | 
|  insulating hardened leather cap of absorption (0 def, 3 armour) 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +7% cold ---------- misc Stam/ret +1.10 Equi/ret +1.10 A cap made of leather. | 
|  iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  prismatic steel mail armour of acid resistance (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid +12% light +11% darkness A suit of armour made of mail. | 
|  Tiderock the hardened leather armour (18 def, 6 armour) 9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Phys.crit +5.0% Dmg.mod +6% acid Apr +9 Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 * 20% chance to reduce armor by 19% ----- def ----- Armour +6 Defense +18 (+9 eff.) Fatigue +8% Resists +24% fire +9% darkness +6% cold Mind.save +18 (+9 eff.) ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 95 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
|  Coral Spray (8 def, 8 armour, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  5 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. | 
|  47 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  5 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. | 
|  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 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  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. | 
|  5 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Gleamzephyr the alchemist's lamp 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% light +25% fire On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +12% light Max.HP +50.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 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. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  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. | 
|  Rod of Entropy (1/1) 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. | 
|  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. | 
| potent pain suppressor salve [power 153]potent pain suppressor salve [power 153] 1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -153 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. | 
| simple frost salve [power 11]simple frost salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 136]simple healing salve [power 136] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 136 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Spider's Fangs (12/20, 22-26 power, 8 apr) 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. | 
|  barbed pouch of dwarven-steel shots of crippling (19/19, 40-47 power, 3 apr) 3.0 T3 shot ammo [Ego++] Master Power 39.5 - 47.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +21.0% Capacity 19 On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. | 
|  crude acid groove 0.0 T1 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! | 
|  crude acid groove 0.0 T1 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! | 
|  iron torque of mindblast [power 105]  (15 cooldown) 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  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. | 
|  steel torque of gale force [power 160]  (15 cooldown) 2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Glulle the ash totem of healing [power 194]  (15 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Crit.chn- 15.00% Mind.save +12 (+6 eff.) ---------- misc Light +2 See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of healing [power 116]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of stinging [power 116]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  focusing yew totem of healing [power 254]  (15 cooldown) 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  yew totem of thorny skin [power 40]  (20 cooldown) 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  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. | 
|  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. | 
|  6 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. | 
|  9 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 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
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Unkillable the Ghoul Sawbutcher level 11
1st Dusk 122nd year of Ascendancy at 21:44 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Unkillable the Ghoul Sawbutcher level 19
43rd Dusk 122nd year of Ascendancy at 15:47 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Unkillable the Ghoul Sawbutcher level 10
3rd Summertide 122nd year of Ascendancy at 07:28 see stats
 That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.
			That was close (Nightmare (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Unkillable the Ghoul Sawbutcher level 19
56th Dusk 122nd year of Ascendancy at 01:44 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Unkillable the Ghoul Sawbutcher level 11
5th Flare 122nd year of Ascendancy at 22:05 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Unkillable the Ghoul Sawbutcher level 11
4th Flare 122nd year of Ascendancy at 07:15 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Unkillable the Ghoul Sawbutcher level 18
43rd Dusk 122nd year of Ascendancy at 05:18 see stats
Log
Melee retaliation hits Belerildamira the gigantic sandworm tunneler for (3 to psi shield), 5 physical, (1 to psi shield), 1 acid, 2 fire, 2 mind, 4 light, (3 to psi shield), 5 physical, (1 to psi shield), 1 acid, 2 fire, 2 mind, 4 light (27 total damage).
Yellow ooze misses Unkillable.
Cyrybrekira the gigantic sandworm tunneler performs a melee critical strike against Unkillable!
Cyrybrekira the gigantic sandworm tunneler performs a melee critical strike against Unkillable!
Yvunn the gigantic gravity worm shoves Something aside.
Melee retaliation hits Cyrybrekira the gigantic sandworm tunneler for 13 physical, 1 acid, 2 fire, 3 mind, 4 light, 13 physical, 1 acid, 2 fire, 3 mind, 4 light (46 total damage).
Cyrybrekira the gigantic sandworm tunneler hits Unkillable for 18 physical, 32 physical (51 total damage).
Unkillable performs a melee critical strike against Belerildamira the gigantic sandworm tunneler!
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Tempest of Metal misses Cyrybrekira the gigantic sandworm tunneler.
Tempest of Metal misses Cyrybrekira the gigantic sandworm tunneler.
Unkillable performs a melee critical strike against Belerildamira the gigantic sandworm tunneler!
Tempest of Metal hits Belerildamira the gigantic sandworm tunneler for (3 to psi shield), 5 physical, 2 cold, (2 to psi shield), 3 physical, 8 lightning (18 total damage).
Tempest of Metal hits Yellow ooze for 11 physical, 3 cold (15 total damage).
Unkillable hits Belerildamira the gigantic sandworm tunneler for (16 to psi shield), 23 physical, 2 cold, 8 lightning, (8 to psi shield), 12 physical (46 total damage).
Tempest of Metal killed Yellow ooze!
Belerildamira the gigantic sandworm tunneler uses Mindlash.
Belerildamira the gigantic sandworm tunneler hits Unkillable for 58 physical damage.
Belerildamira the gigantic sandworm tunneler's Beyond the Flesh hits Unkillable for 21 physical, 9 physical (30 total damage).
Bleeding from Unkillable hits Belerildamira the gigantic sandworm tunneler for (7 to psi shield), 11 physical (11 total damage).
Melee retaliation hits Belerildamira the gigantic sandworm tunneler for (3 to psi shield), 5 physical, (1 to psi shield), 1 acid, 2 fire, 2 mind, 4 light (14 total damage).
Cyrybrekira the gigantic sandworm tunneler uses Fan of Knives.
Unkillable deflects the projectile from Cyrybrekira the gigantic sandworm tunneler to the west!
Cyrybrekira the gigantic sandworm tunneler's Fan of Knives performs a melee critical strike against Unkillable!
Melee retaliation hits Cyrybrekira the gigantic sandworm tunneler for 13 physical, 1 acid, 2 fire, 3 mind, 4 light, 13 physical, 1 acid, 2 fire, 3 mind, 4 light, 13 physical, 1 acid, 2 fire, 3 mind, 4 light (69 total damage).
Cyrybrekira the gigantic sandworm tunneler's Fan of Knives hits Unkillable for 34 physical damage.
Cyrybrekira the gigantic sandworm tunneler's Fan of Knives hits Unkillable for 28 physical damage.
Cyrybrekira the gigantic sandworm tunneler's Fan of Knives hits Unkillable for 44 physical damage.
Unkillable the level 19 ghoul sawbutcher was raked to death by Cyrybrekira the gigantic sandworm tunneler on level 3 of Sandworm lair.











































