
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Gunslinger | 
| Level / Exp | 39 / 76% | 
| Size | big | 
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 39 on the 44th Pyre 123rd year of Ascendancy at 01:26/ 2 Killed by overpowered greater multi-hued wyrm at level 39 on the 44th Pyre 123rd year of Ascendancy at 05:52 | 
Primary Stats
| Strength | 90 (base 60) | 
| Dexterity | 95 (base 50) | 
| Constitution | 18 (base 11) | 
| Magic | 16 (base 10) | 
| Willpower | 20 (base 10) | 
| Cunning | 65 (base 48) | 
Resources
| Life | -200/796 | 
| Steam | 67/100 | 
| Vim | 252/252 | 
| Healing Factor | 1.063829787234 | 
| Regeneration | 4.5212765957445 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | +104% | 
| Spell | 0% | 
| Global | +130.92396337353% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 8 | 
| See Stealth | 35 | 
| See Invisible | 43 | 
| Stealth | 97.089725938273 | 
Offense: Mainhand
| Damage | 87 | 
| Accuracy | 71 | 
| Crit Chance | 50% | 
| APR | 44 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | 87 | 
| Accuracy | 71 | 
| Crit Chance | 50% | 
| APR | 44 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 24 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +20% | 
| Lightning | +20% | 
| Cold | +8% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +26% | 
| Lightning | +26% | 
| Cold | +32% | 
| All | +11% | 
Defense: Base
| Armour (hardiness) | 34 (92.811550151976%) | 
| Defense | 84 | 
| Ranged Defense | 84 | 
| Fatigue | 0 | 
| Physical Save | 35 | 
| Spell Save | 19 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Lightning | + 56%( 70%) | 
| Nature | + 3%( 70%) | 
| Cold | + 14%( 70%) | 
| Blight | + 6%( 70%) | 
| Physical | + 5%( 70%) | 
| Fire | + 14%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 36% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Disarm Resistance | 90% | 
| Bleed Resistance | 100% | 
| Silence Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. | 
| 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 155% efficiency and cooldown mod of 50%. 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 138% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 16 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 498 damage for 5 turns. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. | 
Class Talents
| Steamtech / Gunslinging | 1.30 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Elusiveness | 1.30 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Steamtech / Avoidance | 1.40 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| Steamtech / Automation | 1.40 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
| 
 | 4/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Agile Gunner | 
| talent | Embedded Restoration Systems | 
| talent | Chant of Fortress | 
| talent | Automated Cloak Tessellation | 
| detrimental effect | The target is on fire, taking 221.01 fire damage per turn.Burning | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| beneficial effect | Provides a frost aura, giving you +29% cold, nature and darkness affinity.Frost Salve | 
| beneficial effect | Increases global action speed by 31%.Speed | 
| beneficial effect | The target is wrapped in a cloak of shadow, granting sealth.Cloak | 
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| 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 | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | done | 
| You have killed Ungolë in Ardhungol and saved the Sun Paladin.Eight legs of wonder | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell.Escort: lone alchemist (level 1 of Dreadfell) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell.Escort: lone alchemist (level 6 of Dreadfell) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Daikara.Escort: lost defiler (level 1 of Daikara) As a reward you improved talent Curse of Death (+1 level(s)). | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell.Escort: lost defiler (level 3 of Dreadfell) As a reward you improved talent Curse of Death (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell.Escort: lost sun paladin (level 4 of Dreadfell) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell.Escort: repented thief (level 2 of Dreadfell) As a reward you improved talent Misdirection (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul.Escort: worried loremaster (level 1 of Ruins of Kor'Pul) As a reward you improved Dexterity by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done | 
| After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.Melinda, lucky girl Melinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 22. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done | 
| You arrived through the farportal in a cave, probably in the Far East.Strange new world Upon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed naga tongue. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed multi-hued wyrm scale. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed hummerhorn wing. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad.The Temple of Creation * You have killed both Ukllmswwik and Slasul, betraying them both. | done | 
| 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 4 lumberjacks have died. | done | 
| Investigate the bastions of the Pride.The many Prides of the Orcs * Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active | 
| 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 | 
| There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.The wild wild east | done | 
| Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.There and back again * Find a Blood-Runed Athame. * Find a Resonating Diamond. | active | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  undeterred pair of drakeskin leather boots of rushing (0 def, 5 armour) Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +2 Con Talent granted: +4 Rocket Boots Silence immunity: +22% Confusion immunity: +36% Stun/Freeze immunity: +38% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. This item has been sent to the Item's Vault. | 
| Quiver |  pouch of voratun shots 'Smolderwend' (16/20, 67.5-81 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 24% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 light / +20 fire Damage (radius 1) on hit: +16 acid / +20 fire / +8 light Damage (radius 2) on crit: +16 fire When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. | 
| Light source |  Light of Revelation Requires: - Level 15 Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +20% darkness Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +3 Infravision radius: +8 See stealth: +35 See invisible: +43 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. This item has been sent to the Item's Vault. | 
| On head |  Layiratta (30 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Defense: +30 (+6 eff.) Fatigue: +3% Changes stats: +4 Wil / +5 Con Changes resistances: +6% blight / +8% fire / +14% cold Light radius: +6 A hat made of leather. Very stylish. | 
| On hands |  Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Talent granted: +4 Iron Grip Critical mult.: +20.00% Disarm immunity: +90% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. | 
| Tool |  Armegosin (dig speed 25 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Defense: +15 (+3 eff.) Changes stats: +9 Str / +6 Wil Changes resistances: +12% acid / +6% fire / +3% nature Life regen: +4.00 Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  sneakthief's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +6 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 can have magical properties. | 
| On fingers |  marksman's stralite ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Dex Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. | 
| Around neck |  grounding stralite amulet of murder Requires: - Level 25 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Changes resistances: +17% lightning Critical mult.: +14.00% Stun/Freeze immunity: +32% Amulets can have magical properties. This item has been sent to the Item's Vault. | 
| In main hand |  stormbringer's voratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +0.0% Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage (radius 2) on crit: +10 lightning / +10 cold Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +15% lightning / +21% cold Movement speed: +29% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. | 
| Around waist |  blurring hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +21 (+4 eff.) Stealth bonus: +5 Spell save: +7 (+4 eff.) Size category: +1 Slows Projectiles: +20% A belt that goes around your waist. | 
| In off hand |  Ashblack Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +1000% Damage (Ranged): +12 cold Damage (radius 1) on hit: +8 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +7 Changes stats: +3 Cun Changes resistances penetration: +15% physical / +11% all Changes damage: +8% cold Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  Pressurizer (8 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% lightning Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Stun/Freeze immunity: +40% Steampower: +10 (+3 eff.) Steam crit. chance: +10% This cloak hides and protects a series of powerful steam compressors. | 
| Main armor |  The Untouchable (14 def, 16 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +16 Armour Hardiness: +20% Defense: +14 (+3 eff.) Fatigue: +2% Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. | 
Inventory
|  steam generator implant of the duelist (steam 12) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  wild infusion of the wizard (res 23%; magical, physical; dur 4; cd 16) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of Dissipation ( ) 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: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. | 
|  This item will automatically be transmogrified when you leave the level. biting gale rune (damage 157; dur 4; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 156.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. | 
|  stormshield rune (threshold 64; blocks 3; dur 4; cd 16) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 3 times. 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. | 
|  stormshield rune of the duelist (threshold 43; blocks 6; dur 4; cd 16) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 6 times. Its effects scale with your Dexterity 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. | 
|  2 schematic: Corrosive Shell Requires: - 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: Deflection Field Requires: - 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: Explosive Shell Requires: - 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: Itching Powder Requires: - 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: Kinetic Stabiliser Requires: - 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: Second Skin Requires: - 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: Shocking Edge Requires: - 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: Steamgun Requires: - 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: Steamsaw Requires: - 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: Viral Injector Requires: - 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: Waterproof Coating Requires: - 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: Winterchill Edge Requires: - 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. | 
|  Sealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! | 
|  Choker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. | 
|  Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
|  Mayinn the Nimbuswisp Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% darkness / +3% fire Changes damage: +3% lightning Light radius: +1 Amulets can have magical properties. | 
|  The Black Core Powered 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 Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... | 
|  Xerurath Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Mag Changes resistances: +12% light / +13% darkness / +3% mind Blindness immunity: +24% Only die when reaching: -80.00 life Healing mod.: +20% Amulets can have magical properties. | 
|  copper amulet of mastery (0.11 Steamtech / Avoidance) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Steamtech / Avoidance Amulets can have magical properties. | 
|  grounding stralite amulet of cunning (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% lightning Stun/Freeze immunity: +35% Amulets can have magical properties. | 
|  protective gold amulet of willpower (+5) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Changes stats: +5 Wil Changes resistances cap: +4% all Physical save: +9 (+4 eff.) Amulets can have magical properties. | 
|  serendipitous gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  copper ring 'Quencharc' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% blight / +5% arcane / +6% nature Changes damage: +9% cold Spell save: +6 (+3 eff.) Life regen: +5.00 Maximum life: +48.00 Healing mod.: +11% Rings can have magical properties. | 
|  marksman's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings can have magical properties. | 
|  psionicist's gold ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Stun/Freeze immunity: +24% Life regen: +4.00 Rings can have magical properties. | 
|  psionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. | 
|  rogue's gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +30.00 Rings can have magical properties. | 
|  sneakthief's stralite ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Cun / +5 Dex Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +36% Maximum life: +20.00 Rings can have magical properties. | 
|  solipsist's gold ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 can have magical properties. | 
|  steel ring of the mind (+10%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. acidic dwarven-steel waraxe of daylight (19-26.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Damage (Melee): +9 light Damage against: +9% Undead One-handed war axes. | 
|  Uledor Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 24% Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +5% blight Changes damage: +9% acid / +6% arcane Spell crit. chance: +4% A belt that goes around your waist. | 
|  blurring hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: +0% Stealth bonus: +5 Maximum encumbrance: +0 Slows Projectiles: +0% A belt that goes around your waist. | 
|  noble's hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Changes stats: +5 Cun / +6 Wil Damage against: +23% Summoned Reduced damage from: +23% Summoned Critical mult.: +5.00% A belt that goes around your waist. | 
|  rough leather belt 'Frostcast' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +9% cold Changes damage: +6% cold Spell save: +6 (+3 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. | 
|  Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. | 
|  cashmere cloak 'Camalathavor' (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +11 Str / +2 Mag Changes resistances: +0% lightning Changes damage: +12% mind Physical save: +8 (+4 eff.) Stun/Freeze immunity: +0% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak 'Erarorab' (11 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +11 (+2 eff.) Fatigue: -3% Changes resistances: +3% nature / +0% lightning Changes damage: +6% mind Physical save: +3 (+1 eff.) Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Lisulranne (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +1 Mag Changes resistances: +3% acid / +6% fire / +6% cold A pair of boots made of leather. | 
|  Nerarebeth the Shinequeller (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 mind Changes resistances penetration: +25% light / +10% cold Critical mult.: +15.00% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Stamina each turn: +0.60 Maximum stamina: +18.00 Maximum psi: +50.00 A pair of boots made of leather. | 
|  blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of hardened leather boots 'Brenerek' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes stats: +5 Wil Changes damage: +6% mind Critical mult.: +15.00% Stealth bonus: +0 Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Stamina each turn: +0.80 Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum stamina: +28.00 A pair of boots made of leather. | 
|  pair of hardened leather boots of massiveness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Con Changes damage: +6% physical Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Size category: +1 A pair of boots made of leather. | 
|  pair of iron boots 'Borifast' (3 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +2% Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +20% Teleport immunity: +0% Healing mod.: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 45 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. | 
|  Dairegas the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 9 nature Damage when hit (Melee): 8 blight Changes resistances: +8% nature / +12% mind Changes resistances penetration: +15% blight Changes damage: +6% nature Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Disarm immunity: +0% Mana each turn: +0.04 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. | 
|  Giluleg the Shockweeper (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Str / +3 Dex / +2 Wil / +4 Cun Changes resistances penetration: +10% mind Changes damage: +12% lightning / +6% mind Mental save: +6 (+3 eff.) Disarm immunity: +0% Maximum life: +48.00 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. | 
|  Porewe the Blazecutter (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 6 light Changes resistances penetration: +5% blight Changes damage: +9% lightning Mental save: +6 (+3 eff.) Maximum life: +48.00 Maximum vim: +20.00 Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Disarm immunity: +0% Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 162.00 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. | 
|  iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex 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. | 
|  sand dwarven-steel gauntlets of strength (+4) (0 def, 9 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +9 Fatigue: +3% Damage (Melee): 6 physical Changes stats: +4 Str Changes damage: +5% physical 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. | 
|  Aerodhekira (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Mag Changes resistances: +5% arcane Physical save: +12 (+5 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Damage Shield penetration: +30% A hat made of leather. Very stylish. | 
|  Borefang (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +6 Cun / +3 Dex Changes resistances: +15% light Physical save: +12 (+5 eff.) Maximum psi: +20.00 Mindpower: +10 (+5 eff.) A cap made of leather. | 
|  Emomita (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +0 Cun / +2 Con Changes resistances: +6% darkness Critical mult.: +5.00% Mental save: +3 (+2 eff.) Stamina each turn: +1.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. | 
|  Hurolathathel the Firequeller (9 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Defense: +9 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 darkness Changes stats: +11 Cun / +7 Wil Changes resistances: +21% fire Changes damage: +6% fire Critical mult.: +15.00% A hat made of leather. Very stylish. | 
|  Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  grounding dwarven-steel helm of constitution (+5) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Con Changes resistances: +8% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  hardened leather cap 'Duathelflash' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +3 Dex Changes resistances: +9% darkness Changes damage: +3% mind / +12% darkness A cap made of leather. | 
|  prismatic hardened leather hat (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% light / +11% darkness A hat made of leather. Very stylish. | 
|  rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. | 
|  rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A hat made of leather. Very stylish. | 
|  stabilizing hardened leather hat of ire (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: +3 Str / +3 Con Physical save: +16 (+7 eff.) Mental save: +7 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. | 
|  thaloren dwarven-steel helm of precognition (6 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +4 Wil Changes resistances: +7% blight Mental save: +7 (+4 eff.) Light radius: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to drakeskin leather hat. | 
|  This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +21% lightning Life regen: +5.70 Stamina each turn: +1.80 A suit of armour made of mail. | 
|  Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... | 
|  Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.90 to 140.71 lightning damage (93.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
|  agate 0.00 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. | 
|  9 onyx 0.00 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. | 
|  2 aquamarine 0.00 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. | 
|  12 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 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. | 
|  5 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 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. | 
|  14 emerald 0.00 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. | 
|  jade 0.00 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. | 
|  2 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Eldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.76 cold damage and 12.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. | 
|  nightwalker's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Light radius: +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. | 
| Mirror of Reflection (Portable)Mirror of Reflection (Portable) Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. | 
|  Orb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. | 
|  Automated Portable Extractor Powered 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. | 
|  9 garnet 0.00 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. | 
|  ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Entropy (1/1) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat. Activation costs 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) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. | 
|  Rod of Spydric Poison (1/1) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 264.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. | 
| amazing frost salve [power 32]amazing frost salve [power 32] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 155% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| amazing healing salve [power 466]amazing healing salve [power 466] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 155% efficiency and 50% cooldown modifier. It can be used to heal 466 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| amazing pain suppressor salve [power 408]amazing pain suppressor salve [power 408] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 155% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -408 life and reduces all damage by 25% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| potent pain suppressor salve [power 233]potent pain suppressor salve [power 233] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 155% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -233 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| powerful fiery salve [power 25]powerful fiery salve [power 25] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| powerful healing salve [power 337]powerful healing salve [power 337] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 50% cooldown modifier. It can be used to heal 337 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| powerful water salve [power 25]powerful water salve [power 25] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 155% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple frost salve [power 17]simple frost salve [power 17] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 155% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| simple healing salve [power 207]simple healing salve [power 207] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 155% efficiency and 50% cooldown modifier. It can be used to heal 207 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. | 
|  dwarven steel kinetic stabiliser Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +9 (+4 eff.) Pinning immunity: +15% Knockback immunity: +15% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! | 
|  potent moss tread Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +2 Moss Tread Stealth bonus: +4 Tinkers can be attached to normal items to improve them with steam power! | 
|  powerful stralite torque of clear mind [power 3]  (38/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  12 quartz 0.00 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. | 
|  citrine 0.00 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. | 
Achievements
 A dangerous secret (Roguelike)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Roguelike)
			Found the mysterious staff and told Last Hope about it.By Ronnie the Skeleton Gunslinger level 33
66th Regrowth 123rd year of Ascendancy at 21:59 see stats
 A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.
			A different point of view (Roguelike)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Ronnie the Skeleton Gunslinger level 26
11st Regrowth 123rd year of Ascendancy at 21:34 see stats
 Against all odds (Roguelike)
			Killed Ukruk in the ambush.
			Against all odds (Roguelike)
			Killed Ukruk in the ambush.By Ronnie the Skeleton Gunslinger level 32
36th Regrowth 123rd year of Ascendancy at 20:42 see stats
 Arachnophobia (Roguelike)
			Destroyed the spydric menace.
			Arachnophobia (Roguelike)
			Destroyed the spydric menace.By Ronnie the Skeleton Gunslinger level 37
32nd Pyre 123rd year of Ascendancy at 22:30 see stats
 Are you out of your mind?! (Roguelike)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
			Are you out of your mind?! (Roguelike)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ronnie the Skeleton Gunslinger level 39
44th Pyre 123rd year of Ascendancy at 00:26 see stats
 Brave new world (Roguelike)
			Went to the Far East and took part in the war.
			Brave new world (Roguelike)
			Went to the Far East and took part in the war.By Ronnie the Skeleton Gunslinger level 36
23rd Pyre 123rd year of Ascendancy at 02:35 see stats
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Ronnie the Skeleton Gunslinger level 12
26th Dusk 122nd year of Ascendancy at 23:55 see stats
 Destroyer of the creation (Roguelike)
			Killed Slasul.
			Destroyer of the creation (Roguelike)
			Killed Slasul.By Ronnie the Skeleton Gunslinger level 38
41st Pyre 123rd year of Ascendancy at 23:04 see stats
 Destroyer's bane (Roguelike)
			Killed Golbug the Destroyer.
			Destroyer's bane (Roguelike)
			Killed Golbug the Destroyer.By Ronnie the Skeleton Gunslinger level 35
17th Pyre 123rd year of Ascendancy at 17:10 see stats
 Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.By Ronnie the Skeleton Gunslinger level 20
43rd Haze 122nd year of Ascendancy at 06:23 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By Ronnie the Skeleton Gunslinger level 17
33rd Haze 122nd year of Ascendancy at 23:18 see stats
 Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Ronnie the Skeleton Gunslinger level 24
55th Haze 122nd year of Ascendancy at 07:42 see stats
 Flooder (Roguelike)
			Defeated Ukllmswwik while doing his own quest.
			Flooder (Roguelike)
			Defeated Ukllmswwik while doing his own quest.By Ronnie the Skeleton Gunslinger level 38
42nd Pyre 123rd year of Ascendancy at 08:11 see stats
 Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ronnie the Skeleton Gunslinger level 19
37th Haze 122nd year of Ascendancy at 11:09 see stats
 Is that how it feels to be an escort quest?! (Roguelike)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Roguelike)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Ronnie the Skeleton Gunslinger level 33
40th Regrowth 123rd year of Ascendancy at 18:10 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Ronnie the Skeleton Gunslinger level 10
1st Summertide 122nd year of Ascendancy at 00:22 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By Ronnie the Skeleton Gunslinger level 20
42nd Haze 122nd year of Ascendancy at 12:53 see stats
 Level 30 (Roguelike)
			Got a character to level 30.
			Level 30 (Roguelike)
			Got a character to level 30.By Ronnie the Skeleton Gunslinger level 30
32nd Regrowth 123rd year of Ascendancy at 14:22 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Ronnie the Skeleton Gunslinger level 12
35th Dusk 122nd year of Ascendancy at 01:15 see stats
 Savior of the damsels in distress (Roguelike)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Roguelike)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ronnie the Skeleton Gunslinger level 26
9th Regrowth 123rd year of Ascendancy at 19:02 see stats
 Size is everything (Roguelike)
			Did over 1500 damage in one attack.
			Size is everything (Roguelike)
			Did over 1500 damage in one attack.By Ronnie the Skeleton Gunslinger level 25
4th Regrowth 123rd year of Ascendancy at 06:30 see stats
 Size matters (Roguelike)
			Did over 600 damage in one attack.
			Size matters (Roguelike)
			Did over 600 damage in one attack.By Ronnie the Skeleton Gunslinger level 24
66th Haze 122nd year of Ascendancy at 18:28 see stats
 Sliders (Roguelike)
			Activated a portal using the Orb of Many Ways.
			Sliders (Roguelike)
			Activated a portal using the Orb of Many Ways.By Ronnie the Skeleton Gunslinger level 35
17th Pyre 123rd year of Ascendancy at 18:55 see stats
 Tales of the Spellblaze (Roguelike)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Roguelike)
			Learned the eight chapters of the Spellblaze Chronicles.By Ronnie the Skeleton Gunslinger level 26
11st Regrowth 123rd year of Ascendancy at 21:34 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Ronnie the Skeleton Gunslinger level 10
1st Summertide 122nd year of Ascendancy at 16:29 see stats
 The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.
			The Legend of Garkul (Roguelike)
			Learned the five chapters of the Legend of Garkul.By Ronnie the Skeleton Gunslinger level 26
11st Regrowth 123rd year of Ascendancy at 21:34 see stats
 The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ronnie the Skeleton Gunslinger level 25
4th Regrowth 123rd year of Ascendancy at 06:30 see stats
 The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.
			The bigger the better! (Roguelike)
			Did over 3000 damage in one attack.By Ronnie the Skeleton Gunslinger level 26
11st Regrowth 123rd year of Ascendancy at 11:28 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Ronnie the Skeleton Gunslinger level 22
53rd Haze 122nd year of Ascendancy at 05:54 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Ronnie the Skeleton Gunslinger level 27
20th Regrowth 123rd year of Ascendancy at 18:43 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Ronnie the Skeleton Gunslinger level 18
35th Haze 122nd year of Ascendancy at 03:08 see stats
 Unstoppable (Roguelike)
			Returned from the dead.
			Unstoppable (Roguelike)
			Returned from the dead.By Ronnie the Skeleton Gunslinger level 39
44th Pyre 123rd year of Ascendancy at 01:26 see stats
 Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.By Ronnie the Skeleton Gunslinger level 31
35th Regrowth 123rd year of Ascendancy at 22:21 see stats
Log
The shield around Ronnie crumbles.
Overpowered greater multi-hued wyrm hits Ronnie for (12 flat reduction), (272 absorbed), 0 fire (0 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 89 fire damage.
Burning from Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 30 fire damage.
Overpowered greater multi-hued wyrm hits Ronnie for (12 flat reduction), (226 absorbed), 49 fire (49 total damage).
Ronnie uses Startling Shot.
Ronnie misses his shot.
Overpowered greater multi-hued wyrm shrugs off the effect 'Startled'!
Burning from Overpowered greater multi-hued wyrm hits Ronnie for (12 flat reduction), 178 fire (178 total damage).
Ronnie uses Vital Shot.
Overpowered greater multi-hued wyrm breathes ice!
Ronnie resists the freeze!
Overpowered greater multi-hued wyrm breathes ice!
Ronnie resists the freeze!
Ronnie HEALS from cold damage!
Overpowered greater multi-hued wyrm hits Ronnie for (12 flat reduction), 439 cold, 161 healing (439 total damage) [161 healing].
Burning from Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 30 fire damage.
Overpowered greater multi-hued wyrm hits Ronnie for (12 flat reduction), 442 cold (442 total damage).
Ronnie the level 39 skeleton gunslinger was cooled to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.
Ronnie deactivates Agile Gunner.
Ronnie is not affected anymore by the salve.
Ronnie re-appears.
Ronnie deactivates Embedded Restoration Systems.
Ronnie deactivates his cloak's restoration systems.
Ronnie tessellates his cloak!
Ronnie deactivates Chant of Fortress.
Ronnie slows down.
Ronnie stops burning.




















































