











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Shaman 1.5.10DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) :  2 unique generic trees :  With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits !  1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. All Spells Tree Unlock 1.5.10Cat Point Cap Boost 1.5.5 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything. 
 Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Orcs | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Orc | 
| Class | Nekomancer | 
| Level / Exp | 18 / 72% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 53 (base 43) | 
| Dexterity | 56 (base 43) | 
| Constitution | 51 (base 43) | 
| Magic | 56 (base 43) | 
| Willpower | 54 (base 43) | 
| Cunning | 44 (base 43) | 
Resources
| Life | 3076/3076 | 
| Steam | 125/125 | 
| Soul | 19/19 | 
| Healing Factor | 1.3882805429864 | 
| Regeneration | 49.631029411765 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +169.31676715333% | 
| Spell | +200% | 
| Global | +185% | 
Vision
| Sight | 10 | 
| Lite | 1 | 
| Infravision | 12 | 
| See Stealth | 204.45887960907 | 
| See Invisible | 204.45887960907 | 
Offense: Mainhand
| Damage | 69 | 
| Accuracy | 80 | 
| Crit Chance | 14% | 
| APR | 92 | 
| Speed | 0.33 | 
Offense: Spell
| Spellpower | 67 | 
| Crit Chance | 50% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 33.15 | 
Offense: Mind
| Mindpower | 61 | 
| Crit Chance | 14% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +49% | 
| Blight | +40% | 
| Arcane | +40% | 
| Cold | +46% | 
| All | +6% | 
| Mind | +40% | 
| Lightning | +45% | 
| Light | +100% | 
| Temporal | +50% | 
| Physical | +66% | 
| Darkness | +40% | 
| Fire | +46% | 
| Nature | +40% | 
Offense: Damage Penetration
| Acid | +41% | 
| Blight | +41% | 
| Arcane | +41% | 
| Cold | +41% | 
| All | +7% | 
| Mind | +41% | 
| Lightning | +41% | 
| Light | +41% | 
| Temporal | +41% | 
| Physical | +41% | 
| Darkness | +41% | 
| Fire | +51% | 
| Nature | +41% | 
Defense: Base
| Armour (hardiness) | 155.52207780131 (100%) | 
| Defense | 68 | 
| Ranged Defense | 68 | 
| Fatigue | 0 | 
| Physical Save | 104 | 
| Spell Save | 101 | 
| Mental Save | 101 | 
Defense: Resistances
| Acid | + 70%(100%) | 
| Blight | + 70%(100%) | 
| Arcane | + 65%(100%) | 
| Cold | + 76%(100%) | 
| All | + 47%(100%) | 
| Mind | + 65%(100%) | 
| Lightning | + 68%(100%) | 
| Light | + 68%(100%) | 
| Temporal | + 65%(100%) | 
| Physical | + 93%(100%) | 
| Darkness | + 70%(100%) | 
| Fire | + 71%(100%) | 
| Nature | + 65%(100%) | 
Defense: Immunities
| Stun Resistance | 56% | 
| Confusion Resistance | 20% | 
| Disarm Resistance | 40% | 
| Silence Resistance | 28% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 30% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 21 steam.  | 
Class Talents
| Spell / Threadfall | 1.50 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Spell / Nekotic minions | 1.50 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Spell / Fantasy | 1.50 | 
  | 7/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Groove | 1.50 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Spell / Nekosis | 1.50 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
Generic Talents
| Steamtech / Physics | 1.00 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Cunning / Survival | 1.00 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Race / Orc | 1.00 | 
  | 11/5 | 
  | 9/5 | 
  | 1/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Spell / Vanishing | 1.30 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Spell / Anime | 1.50 | 
  | 11/5 | 
  | 11/5 | 
  | 9/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 4/5 | 
  | 4/5 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Eternal Dance | 
| talent | Diffusion Propagation | 
| talent | Cat Herder | 
| beneficial effect | The target is dancing elegantly, increasing their light damage by 60.00% and their movement by 84.32%. 5 Elegance | 
Quests
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 Yetis | 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 | 
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. * You have disposed of Kaltor, the loot is yours!  | done | 
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20).  | done | 
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us.  | active | 
Equipment
| On feet |  Belywen (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +3 Mag / +6 Wil / +7 Lck Stealth bonus: +8 Mental save: +19 (+3 eff.) Silence immunity: +28% Confusion immunity: +20% Stun/Freeze immunity: +26% Mana each turn: +0.13 Maximum mana: +20.00 Spell crit. chance: +3% Mindpower: +2 (+0 eff.) A pair of boots made of leather.  | 
| On hands |  Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.  | 
| On head |  Shadowglean (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light Changes stats: +3 Str / +9 Dex / +3 Con Changes resistances: +3% darkness A cap made of leather.  | 
| On fingers |  steel ring 'Cyrymina'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 arcane Changes stats: +5 Mag Changes resistances: +3% blight Spell save: +9 (+2 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +7 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties.  | 
| On fingers |  Sunwilter the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% acid / +12% fire Changes resistances penetration: +10% fire Changes damage: +9% acid / +6% fire / +6% all Spellpower: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties.  | 
| Around waist |  nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +6% light / +6% darkness Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist.  | 
| Main armor |  stormwoven woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Mag / +4 Wil Changes resistances: +6% lightning / +7% cold / +6% blight Changes damage: +5% lightning / +6% physical / +6% cold Life regen: +1.50 Maximum life: +55.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| In main hand |  Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+6 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 6 power out of 14/14) : Effective talent level: 3.3 Power cost: 6 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 177.78 physical (gravity) damage. Each target moved beyond the first increases the damage by 22.22 (up to a maximum of 88.89 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave.  | 
| Cloak |  Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch.  | 
| Light source |  brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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.  | 
Inventory
Meteor Staff (20-24 power, 4 apr, fire element) Meteor Staff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes damage: +20% fire / +20% physical Talent mastery: +0.20 Celestial / Meteor Talent cooldown: Starstrike (-2 turns) Talent granted: +1 Meteor Shower Spellpower: +40 (+10 eff.) Small meteoric stones swirl around the tip of this ashen-wood staff  | 
 magewarrior's short ash starstaff (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +11 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
 Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest.  | 
 Yeti Mind Controller (0 def, 3 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Mental save: +10 (+2 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +9% It can be used to hack the mind of a weakened yeti, costing 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war.  | 
 Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)Requires: - Strength 16 Crafted by a master Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Dex Reduces opponents crit chance: 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features.  | 
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals.  | 
 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals.  | 
 51 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Yeti's Muscle Tissue (Patriarch)Infused by nature 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), costing 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.  | 
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Entropy (2/2)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 106% of the healing done. This effect scales with your Magic stat., costing 30 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it.  | 
 Rod of Recall (4/4)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, costing 81 power out of 370/400. 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.  | 
Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help, costing 1 power out of 8/8. Call a trained yeti to your side.  | 
 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By Ce'Nuwyn the Orc Nekomancer level 9
16th Retaking 124th year of Ascendancy at 10:02 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Ce'Nuwyn the Orc Nekomancer level 9
16th Retaking 124th year of Ascendancy at 09:13 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Ce'Nuwyn the Orc Nekomancer level 10
16th Retaking 124th year of Ascendancy at 10:46 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Ce'Nuwyn the Orc Nekomancer level 10
16th Retaking 124th year of Ascendancy at 18:37 see stats
			Sufficiently Advanced Technology (Insane (Roguelike) difficulty)
			Put five points into each of the tinker-crafting talents as any mage class.By Ce'Nuwyn the Orc Nekomancer level 14
17th Retaking 124th year of Ascendancy at 07:27 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Ce'Nuwyn the Orc Nekomancer level 4
11st Retaking 124th year of Ascendancy at 03:26 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Ce'Nuwyn the Orc Nekomancer level 2
10th Retaking 124th year of Ascendancy at 11:00 see stats
Log
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 75 turns (stop reason: dialog is displayed).
You gain 1.65 gold from the melting of spiked cured leather armour of lightning resistance (2 def, 4 armour).
You gain 2.01 gold from the melting of acid wave rune of the duelist (222 acid damage; disarm 5 turns with power 49).
There is a Entrance to Krimbul territory here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 21st Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 09:23.
Today is the 22nd Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 13:13.
Today is the 23rd Retaking of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:08.
There is a Kruk Pride (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Ce'Nuwyn deactivates Cat Herder.
Ce'Nuwyn deactivates Diffusion Propagation.
Ce'Nuwyn deactivates Eternal Dance.



















































