


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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:
 Items Vault 1.7.0Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Orcs | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Orc | 
| Class | Annihilator | 
| Level / Exp | 37 / 36% | 
| Size | medium | 
| Lifes / Deaths | Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 11:53 0 / 8Killed by faerlhing at level 16 on the 31st Revenge 124th year of Ascendancy at 05:55 Killed by Lisira the gigantic corrosive tunneler at level 20 on the 39th Revenge 124th year of Ascendancy at 22:06 Killed by Imdi the shalore at level 21 on the 49th Revenge 124th year of Ascendancy at 21:46 Killed by Aerelle the ritch hive mother at level 25 on the 1st Pain 124th year of Ascendancy at 17:36 Killed by Glorethra the orc grand master assassin at level 31 on the 15th Dearth 124th year of Ascendancy at 20:56 Killed by Nektosh the One-Horned at level 35 on the 2nd Loss 124th year of Ascendancy at 04:32 Killed by Salyserin the shalore liberator at level 37 on the 41st Loss 124th year of Ascendancy at 22:07  | 
Primary Stats
| Strength | 34 (base 15) | 
| Dexterity | 61 (base 60) | 
| Constitution | 37 (base 16) | 
| Magic | 17 (base 14) | 
| Willpower | 28 (base 15) | 
| Cunning | 72 (base 60) | 
Resources
| Life | -17/913 | 
| Steam | 100/100 | 
| Healing Factor | 1.5194323609227 | 
| Regeneration | 23.137448530263 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 11 | 
| Infravision | 8 | 
| See Stealth | 36 | 
| See Invisible | 36 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 67 | 
| Accuracy | 45 | 
| Crit Chance | 36% | 
| APR | 16 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 49 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 61 | 
| Crit Chance | 20% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +29% | 
| Fire | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Temporal | +13% | 
| Darkness | +48% | 
| Cold | +20% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 24 (30%) | 
| Defense | 41 | 
| Ranged Defense | 41 | 
| Fatigue | 0 | 
| Physical Save | 49 | 
| Spell Save | 25 | 
| Mental Save | 35 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Blight | + 17%( 70%) | 
| Physical | + 16%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 7%( 70%) | 
| Lightning | + 21%( 70%) | 
| Light | + 21%( 70%) | 
| Temporal | + 55%( 70%) | 
| Mind | + 13%( 70%) | 
| Darkness | + 43%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Pinning Resistance | 19% | 
| Bleed Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 70% | 
| Disarm Resistance | 27% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 74%. Its effects scale with your Dexterity stat.  | 
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat.  | 
Class Talents
| Steamtech / Gadgets | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 2/5 | 
  | 0/5 | 
| Steamtech / Magnetism | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Demolition | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 3/5 | 
  | 0/5 | 
| Steamtech / Artillery | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
| Steamtech / Heavy weapons | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Turrets | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Conditioning | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Orc | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.10 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise.  | done | 
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You 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 UnicornA 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 | 
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward.  | active | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened.  | done | 
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides.  | active | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid.  | active | 
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future.  | done | 
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland.  | done | 
Equipment
| On feet |  pair of drakeskin leather boots 'Voidbliss' (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 2 light Changes stats: +3 Cun / +3 Wil Changes resistances: +29% temporal / +17% darkness / +9% light Changes resistances penetration: +15% darkness / +13% temporal Changes damage: +15% darkness Physical save: +11 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Spellpower: +7 (+2 eff.) Defense after a teleport: +22 Resist all after a teleport: +12% New effects duration reduction after a teleport: +26% A pair of boots made of leather.  | 
| Quiver |  Brighttide the pouch of dwarven-steel shots (37/38, 155% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 155% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +11.0% Capacity: 38 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to reduce all saves and defense by 35 * 20% chance to knock the target back 3 spaces and deal 238 physical damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 fire / +8 physical Damage (radius 2) on crit: +4 mind / +12 fire When wielded/worn: Talent granted: +4 Magnetic Shell Shots are used with slings to pummel your foes to death.  | 
| Light source |  alchemist's lamp 'Alefast'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +6% blight / +3% darkness / +6% mind / +3% light Physical save: +11 (+4 eff.) Maximum life: +54.00 Light radius: +7 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Blackwitch (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +20% darkness Physical save: +18 (+6 eff.) Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A cap made of leather.  | 
| On hands |  hardened leather gloves 'Brodyldir' (15 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Defense: +15 (+5 eff.) Changes stats: +2 Str / +5 Wil / +3 Con Changes resistances: +3% light / +3% cold Talent mastery: +0.20 Technique / Grappling Talent granted: +2 Toxic Cannister Launcher Physical save: +6 (+2 eff.) Disarm immunity: +27% 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.  | 
| Tool |  yew totem of summon tentacle [power 230]  (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 600 Base Damage: 255 Armor: 4 All Resist: 5 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  titan's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 35 Damage (Melee): 16 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 35 Damage (Ranged): 7 physical Changes stats: +3 Cun / +4 Con Physical save: +8 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great!  | 
| On fingers |  treant's gold ring of fire (+5%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% blight / +20% fire / +7% nature Changes damage: +10% fire Poison immunity: +10% Disease immunity: +15% Rings make your fingers look great!  | 
| Around neck |  savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +11 (+6 eff.) Mental save: +10 (+5 eff.) Amulets make your neck look great!  | 
| In main hand |  Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% Firing range: +8 On weapon hit: * splashes acid on your target dealing 81 damage and reducing their armor Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why.  | 
| Around waist |  Elelaith Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -20% Changes resistances: +6% nature / +8% fire / +9% darkness / +20% cold Maximum encumbrance: +50 Light radius: +3 Infravision radius: +1 A belt that goes around your waist.  | 
| In off hand |  coruscating voratun shield of temporal resistance (+15%) (0 def, 10 armour, 179% power, 205.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +206 Damage (Melee): +16 fire When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 24% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 fire Changes stats: +3 Str Changes resistances: +15% temporal / +15% fire Talent granted: +1 Block Handheld deflection devices.  | 
| Cloak |  Salonn the Rimeoath (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Mag / +4 Wil / +3 Con Changes resistances: +21% fire / +10% darkness / +3% cold Changes resistances penetration: +13% darkness / +20% cold Changes damage: +14% darkness Stealth bonus: +21 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Lisyvena the cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Cun Changes resistances: +5% acid / +7% physical / +23% fire / +7% lightning / +5% cold Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +11.80 Maximum life: +32.00 Mindpower: +16 (+4 eff.) Healing mod.: +11% A suit of armour made of leather.  | 
Inventory
 movement infusion of the duelist (speed 678%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 678% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the psychic (heal 321; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the titan (heal 268; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Prismatic Rune (6 turns; lightning, physical, darkness, blight, fire, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 darkness, 5 blight, 5 fire, 4 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the wizard (absorb 209; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you."  | 
 gold amulet of mastery (0.14 Steamtech / Artillery)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.14 Steamtech / Artillery Amulets make your neck look great!  | 
 insulating gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% fire / +18% cold Amulets make your neck look great!  | 
 wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +6 Con Blindness immunity: +18% Life regen: +5.00 Stamina each turn: +0.80 Infravision radius: +6 Sight radius: +2 See invisible: +10 Movement speed: +10% Amulets make your neck look great!  | 
 Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body.  | 
 copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great!  | 
 gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +7.00 Maximum life: +63.00 Healing mod.: +13% Rings make your fingers look great!  | 
 marksman's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great!  | 
 savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +16 (+8 eff.) Life regen: +11.00 Maximum life: +51.00 Maximum stamina: +24.00 Healing mod.: +12% Rings make your fingers look great!  | 
 savior's steel ring of aether (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% arcane Changes damage: +12% arcane Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great!  | 
 warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Armour: +8 Defense: +10 (+3 eff.) Changes stats: +4 Str It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: 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 make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.Nerolewen the stralite battleaxe (150% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Mag / +5 Wil Spell save: +15 (+8 eff.) Massive two-handed battleaxes.  | 
 caustic stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (radius 2) on crit: +7 acid / +18 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +7 Changes resistances penetration: +13% acid / +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 penetrating stralite steamgun of acidRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +9 acid Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +13% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 stralite steamgun of recursionRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 This item will automatically be transmogrified when you leave the level.Xanera the stralite waraxe (136% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 darkness / +20 arcane Damage against: +17% Living When wielded/worn: Changes resistances: +12% blight Changes damage: +3% arcane Critical mult.: +15.00% Mana when firing critical spell: +2.00 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes.  | 
 This item will automatically be transmogrified when you leave the level.blazebringer's stralite waraxe of daylight (139% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +10 light Damage (radius 2) on crit: +18 fire Damage against: +13% Undead When wielded/worn: Changes resistances penetration: +9% fire Global speed: +5% One-handed war axes.  | 
 grounding hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +7 Lck Changes resistances: +8% lightning / +8% temporal Trap disarming bonus: +8 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist.  | 
 Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak.  | 
 Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 This item will automatically be transmogrified when you leave the level.dreamer's pair of hardened leather boots (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +4 Wil Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) A pair of boots made of leather.  | 
 insulating pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +9% fire / +8% cold Movement speed: +25% A pair of boots made of leather.  | 
 pair of hardened leather boots 'Blizzardreeve' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Con Changes resistances: +8% lightning / +9% temporal / +18% cold / +6% blight Light radius: +2 Infravision radius: +2 A pair of boots made of leather.  | 
 undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +33% Confusion immunity: +28% Stun/Freeze immunity: +29% Stamina each turn: +0.50 Maximum stamina: +21.00 A pair of boots made of leather.  | 
 Belawen the hardened leather gloves (10 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Armour: +6 Defense: +10 (+3 eff.) Damage (Melee): 8 fire Damage when hit (Melee): 6 physical Changes stats: +1 Str Changes resistances: +6% fire Changes damage: +6% fire 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.  | 
 heroic drakeskin leather gloves of archery (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +7 Changes stats: +5 Cun / +3 Dex Mental save: +12 (+5 eff.) Maximum life: +63.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 umbral hardened leather gloves of dexterity (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +2 Dex Changes resistances: +7% darkness Changes damage: +5% darkness 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.  | 
 Bethidanor the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +9 Dex / +2 Wil / +4 Cun / +2 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-4 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-4 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear.  | 
 Cyrildaralaith (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Fatigue: +3% Changes resistances: +5% arcane / +9% temporal Critical mult.: +5.00% Physical save: +6 (+2 eff.) Spell save: +9 (+5 eff.) Maximum stamina: +30.00 Infravision radius: +3 A cap made of leather.  | 
 Goretouch (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +4 Wil Changes resistances: +12% acid / +6% cold / +18% nature / +6% temporal Mindpower: +5 (+2 eff.) A hat made of leather. Very stylish.  | 
 Singekiss (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +2 Wil Changes resistances: +6% blight / +9% cold / +6% nature / +12% mind Changes resistances penetration: +25% fire Changes damage: +15% mind Stun/Freeze immunity: +20% Equilibrium when hit: +0.08 Infravision radius: +3 A hat made of leather. Very stylish.  | 
 Toxinstrike the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +3% cold Changes resistances penetration: +25% nature Blindness immunity: +20% Pinning immunity: +20% Teleport immunity: +20% Life regen: +4.00 Stamina when hit: +1.80 Equilibrium when hit: +0.90 Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 cashmere wizard hat of decomposition (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +3% lightning / +5% temporal / +5% light / +4% fire / +5% nature / +6% acid / +4% blight / +4% cold / +4% darkness A pointy cloth hat, very wizardly...  | 
 insulating hardened leather cap of constitution (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +7% fire / +7% cold A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.shielding cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +5% lightning / +5% temporal / +3% light / +5% fire / +5% nature / +5% acid / +3% blight / +6% cold / +3% darkness Spell save: +8 (+4 eff.) A pointy cloth hat, very wizardly...  | 
 prismatic hardened leather armour of clarity (9 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +12% darkness / +7% mind / +12% light Mental save: +13 (+6 eff.) A suit of armour made of leather.  | 
 reinforced leather armour of the void (12 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 5 darkness Changes resistances: +22% darkness / +12% temporal Defense after a teleport: +23 Resist all after a teleport: +14% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 22 turns. A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Branyregorion (0 def, 23 armour, 161% power, 137.5 block) Requires: - Shield usage training - Cunning 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 161% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +12 arcane When wielded/worn: Armour: +23 Fatigue: +8% Changes resistances: +12% acid / +24% fire Talent granted: +1 Block Disarm immunity: +20% Maximum life: +100.00 Maximum mana: +40.00 Healing mod.: +10% Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.flaming dwarven-steel shield (0 def, 6 armour, 138% power, 82.5 block) Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 6 fire Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.flaming dwarven-steel shield of mind resistance (+13%) (0 def, 6 armour, 139% power, 77.5 block) Requires: - Shield usage training - Cunning 24 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 4 fire Changes resistances: +13% mind Talent granted: +1 Block Handheld deflection devices.  | 
 warded stralite shield of physical resistance (+14%) (0 def, 8 armour, 154% power, 141 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +14% physical Maximum wards: +5 lightning / +5 temporal / +5 darkness / +5 fire / +5 nature / +5 blight / +3 cold / +5 arcane / +5 light Talents granted: +1 Ward +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.barbed quiver of elven-wood arrows of daylight (17/17, 170% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 170% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 17 On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 light Damage against: +8% Undead Arrows are used with bows to pierce your foes to death.  | 
 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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.  | 
 55 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 33 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 28 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 44 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 26 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 25 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 dwarven-steel pickaxe 'Blackzephyr' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes stats: +5 Str / +4 Dex Changes resistances: +9% darkness Changes resistances penetration: +5% physical Changes damage: +6% acid Stamina each turn: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 46 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 alchemist's lamp 'Quenchmight'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 4 cold Changes resistances: +9% blight / +8% darkness Changes resistances penetration: +5% cold Changes damage: +15% lightning / +12% cold Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 35 life. Creatures standing in the retch also have 17% 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.  | 
 survivor's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 (+2 eff.) Mental save: +8 (+4 eff.) Light radius: +4 See stealth: +7 See invisible: +5 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested!  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 36 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 175 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 healing salve [power 244] potent healing salve [power 244]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 123% efficiency and 74% cooldown modifier. It can be used to heal 244 Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve.  | 
powerful healing salve [power 302] powerful healing salve [power 302]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 123% efficiency and 74% cooldown modifier. It can be used to heal 302 Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve.  | 
simple frost salve [power 15] simple frost salve [power 15]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 123% efficiency and 74% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 22 turns. Medical salve.  | 
simple healing salve [power 186] simple healing salve [power 186]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 123% efficiency and 74% cooldown modifier. It can be used to heal 186 Activation puts Talent Medical Injector on cooldown for 13 turns. Medical salve.  | 
 barbed pouch of stralite shots of erosion (20/20, 167% power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 168% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 20 On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 nature Shots are used with slings to pummel your foes to death.  | 
 Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 good alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Changes damage: +10% acid / +10% fire / +10% nature / +10% blight Tinkers can be attached to normal items to improve them with steam power!  | 
 mastercraft head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Accuracy: +16 (+5 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power!  | 
 evasive steel torque of gale force [power 165]  (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 This item will automatically be transmogrified when you leave the level.innervating stralite torque of mindblast [power 325] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 325 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 focusing elven-wood totem of stinging [power 350]  (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 350 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
 27 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 41 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A Fistful of Gold
			Buy an item from an AAA.By Kren the Orc Annihilator level 35
6th Loss 124th year of Ascendancy at 09:52 see stats
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Kren the Orc Annihilator level 13
39th Retaking 124th year of Ascendancy at 03:59 see stats
			Exterminator
			Killed 1000 creatures.By Kren the Orc Annihilator level 26
2nd Pain 124th year of Ascendancy at 02:52 see stats
			Level 10
			Got a character to level 10.By Kren the Orc Annihilator level 10
25th Retaking 124th year of Ascendancy at 08:07 see stats
			Level 20
			Got a character to level 20.By Kren the Orc Annihilator level 20
39th Revenge 124th year of Ascendancy at 10:18 see stats
			Level 30
			Got a character to level 30.By Kren the Orc Annihilator level 30
15th Dearth 124th year of Ascendancy at 04:35 see stats
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Kren the Orc Annihilator level 34
35th Dearth 124th year of Ascendancy at 18:43 see stats
			Size matters
			Did over 600 damage in one attack.By Kren the Orc Annihilator level 36
17th Loss 124th year of Ascendancy at 23:39 see stats
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By Kren the Orc Annihilator level 23
1st Pain 124th year of Ascendancy at 04:44 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Kren the Orc Annihilator level 17
32nd Revenge 124th year of Ascendancy at 21:46 see stats
			We weren't kidding!
			Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Kren the Orc Annihilator level 35
2nd Loss 124th year of Ascendancy at 04:32 see stats
Log
Glorassra the sunwall guard's Strafe performs a ranged critical strike against Kren!
Kren is recovering from the damage!
Glorassra the sunwall guard's Strafe deflects the projectile from Kren to the south!
Glorassra the sunwall guard's Strafe hits Kren for (74 reactive armor), (68 exoskeleton), 68 physical (68 total damage).
Glorassra the sunwall guard's Strafe hits Kren for (61 exoskeleton), 85 physical, (0 exoskeleton), 9 lightning (93 total damage).
Grappling hits Kren for (0 exoskeleton), 25 physical, (0 exoskeleton), 23 physical, (0 exoskeleton), 1 physical, (0 exoskeleton), 3 physical (52 total damage).
Kren's Rocket Pod hits Salyserin the shalore liberator for 102 fire, 95 fire, 2 fire, 12 physical (212 total damage).
Salyserin the shalore liberator uses Dominate.
Kren has been dominated!
Salyserin the shalore liberator hits Kren for (0 exoskeleton), 180 physical, (0 exoskeleton), 4 cold, (0 exoskeleton), 15 lightning (199 total damage).
Grappling hits Kren for (0 exoskeleton), 1 physical, (0 exoskeleton), 3 physical, (0 exoskeleton), 2 physical (5 total damage).
Melee retaliation hits Salyserin the shalore liberator for 2 light, 12 fire, 6 mind (21 total damage).
Kren receives 337 healing.
Glorassra the sunwall guard strafes with his steamguns!
Salyserin the shalore liberator is no longer rampaging.
Mindrot hits Kren for (0 exoskeleton), 7 mind, (0 exoskeleton), 6 darkness (13 total damage).
Grappling hits Kren for (0 exoskeleton), 10 physical, (0 exoskeleton), 17 physical (27 total damage).
Deep Wound from Kren hits Salyserin the shalore liberator for 38 physical damage.
Burning Phosphorous from Kren hits Salyserin the shalore liberator for 64 fire damage.
Glorassra the sunwall guard casts Curse of Impotence.
Kren shrugs off the effect 'Curse of Impotence'!
Glorassra the sunwall guard's Strafe hits Kren for (51 reactive armor), (0 exoskeleton), 94 physical (94 total damage).
Glorassra the sunwall guard's Strafe hits Kren for (0 exoskeleton), 156 physical, (0 exoskeleton), 8 lightning (165 total damage).
Deep Wound from Glorassra the sunwall guard hits Kren for (0 exoskeleton), 37 physical (37 total damage).
Grappled from Salyserin the shalore liberator hits Kren for (0 exoskeleton), 53 physical (53 total damage).
Salyserin the shalore liberator uses Slash.
Salyserin the shalore liberator hits Kren for (22 exoskeleton), 191 physical (191 total damage).
Melee retaliation hits Salyserin the shalore liberator for 2 light, 12 fire, 6 mind (21 total damage).
Kren the level 37 orc annihilator was struck to death by Salyserin the shalore liberator on level 2 of Gates of Morning.


































































































































