Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 | 
| Addons | Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Whitehoof | 
| Class | Bulwark | 
| Level / Exp | 32 / 46% | 
| Size | big | 
| Lifes / Deaths | Killed by sun-mage at level 10 on the 23rd Retaking 124th year of Ascendancy at 08:290 / 7 Killed by skeleton warrior at level 18 on the 25th Revenge 124th year of Ascendancy at 15:58 Killed by orc necromancer at level 22 on the 28th Revenge 124th year of Ascendancy at 11:14 Killed by saw horror at level 22 on the 28th Revenge 124th year of Ascendancy at 13:07 Killed by Emeledheba the steam giant guard at level 28 on the 51st Revenge 124th year of Ascendancy at 01:51 Killed by saw horror at level 32 on the 18th Dearth 124th year of Ascendancy at 20:31 Killed by forest wight at level 32 on the 19th Dearth 124th year of Ascendancy at 00:12 | 
Primary Stats
| Strength | 86 (base 60) | 
| Dexterity | 17 (base 18) | 
| Constitution | 60 (base 31) | 
| Magic | 28 (base 10) | 
| Willpower | 19 (base 10) | 
| Cunning | 52 (base 36) | 
Resources
| Life | -11/1076 | 
| Stamina | 115/210 | 
| Healing Factor | 1.33 | 
| Regeneration | 11.594337478725 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -39.999999999998% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 17 | 
| Infravision | 6 | 
| See Invisible | 7 | 
Offense: Mainhand
| Damage | 130 | 
| Accuracy | 49 | 
| Crit Chance | 40% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 29 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32.05 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 93.886361326873 (100%) | 
| Defense | 47.216222630773 | 
| Ranged Defense | 50.549555964106 | 
| Fatigue | 62 | 
| Physical Save | 46.833333333333 | 
| Spell Save | 43.316666666667 | 
| Mental Save | 28.125 | 
Defense: Resistances
| All | + 15%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 50% | 
| Bleed Resistance | 100% | 
| Knockback Resistance | 79% | 
| Stun Resistance | 77% | 
| Disarm Resistance | 90% | 
| Poison Resistance | 100% | 
| Blind Resistance | 18% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 24 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 337 damage for 4 turns. Its effects scale with your Constitution 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 166% efficiency and cooldown mod of 56%. 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 181% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Battle tactics | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Shield defense | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Whitehooves | 1.20 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Shield Wall | 
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown.Stunned | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet | restorative pair of dwarven-steel boots of rushing (0 def, 4 armour)restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con Life regen: +2.90 Healing mod.: +13% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +10 Absorbs all darkness (power 81, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 214.07 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. | 
| On head | Visage of Nektosh (4 def, 8 armour)Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Physical power: +10 (+2 eff.) 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 Spellpower: +10 (+5 eff.) Light radius: +6 Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
| On hands | cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +3 Str Changes resistances: +5% fire Changes damage: +5% fire Talent granted: +2 Iron Grip Disarm immunity: +70% Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool | Korbek's SpyglassKorbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. | 
| On fingers | Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.14 cold and 8.53 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. | 
| On fingers | Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around neck | serendipitous gold amulet of visionserendipitous gold amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +8 Lck Blindness immunity: +18% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 10% Amulets can have magical properties. | 
| In main hand | Druchik (142% power, 5 apr)Druchik (142% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 27 damage and reducing their armor On weapon crit: * wounds the target reducing their healing * cripple the target Burst (radius 1) on hit: +11 fire When wielded/worn: Physical crit. chance: +16.0% Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances: +1% physical Maximum stamina: +5.00 Sharp, long, and deadly. | 
| Around waist | nightruned hardened leather belt of the giantsnightruned hardened leather belt of the giants Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% light / +6% darkness Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. | 
| In off hand | Titanic (20 def, 18 armour, 100% power, 320 block)Titanic (20 def, 18 armour, 100% power, 320 block) Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. | 
| Cloak | Serpentine Cloak (10 def, 0 armour)Serpentine Cloak (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. | 
| Main armor | rejuvenating steel plate armour of the dragon (4 def, 21 armour)rejuvenating steel plate armour of the dragon (4 def, 21 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +21 Defense: +4 (+1 eff.) Fatigue: +23% Damage when hit (Melee): 28 physical Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +6% physical / +5% cold / +5% fire / +5% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +22% Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of metal plates. | 
Inventory
| This item will automatically be transmogrified when you leave the level.movement infusion (484% speed; 4 turns) movement infusion (484% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
| protective steel amuletprotective steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes resistances cap: +3% all Physical save: +11 (+4 eff.) Amulets can have magical properties. | 
| psionicist's steel ringpsionicist'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 steel ring of powerrogue's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +3 Cun Spellpower: +6 (+3 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. | 
| This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatmaul of vileness (152% power, 2 apr) flaming dwarven-steel greatmaul of vileness (152% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +13 blight Burst (radius 1) on hit: +10 fire Massive two-handed mauls. | 
| Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| pair of dwarven-steel boots 'Scorchjam' (0 def, 4 armour)pair of dwarven-steel boots 'Scorchjam' (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +2 Wil / +2 Con Changes damage: +3% fire It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| scholar's pair of iron boots of tirelessness (0 def, 3 armour)scholar's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Cap of the Undisturbed Mind (-10 def, 0 armour)Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-5 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. | 
| The Cage (0 def, 0 armour)The Cage (0 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Light radius: +0 Global speed: -25% You are immune to mental status effects. Nothing will ever reach you again. | 
| rough leather hat of strength (+3) (0 def, 1 armour)rough leather hat of strength (+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 Str A hat made of leather. Very stylish. | 
| thaloren dwarven-steel helm of constitution (+4) (0 def, 4 armour)thaloren dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Wil / +4 Con Changes resistances: +10% blight Mental save: +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| This item will automatically be transmogrified when you leave the level.Gilumnir the dwarven-steel mail armour (15 def, 8 armour) Gilumnir the dwarven-steel mail armour (15 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Mental save: +20 (+10 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of mail. | 
| This item will automatically be transmogrified when you leave the level.Giliromigorn (2 def, 4 armour) Giliromigorn (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 4 mind Changes resistances: +7% arcane / +9% mind Changes resistances penetration: +5% mind / +5% temporal Changes damage: +6% mind / +6% temporal Spell save: +15 (+5 eff.) A suit of armour made of leather. | 
| Therapeutic Platemail (4 def, 10 armour)Therapeutic Platemail (4 def, 10 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Powered by steamtech 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Dex / +3 Con Changes resistances: +10% fire / +15% cold Healing mod.: +30% Steampower: +10 (+5 eff.) It can be used to cleanse up to 3 poisons or wounds detrimental effects, costing 12 power out of 20/20. This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. | 
| steel plate armour 'Manodur' (13 def, 20 armour)steel plate armour 'Manodur' (13 def, 20 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Defense: +13 (+4 eff.) Fatigue: +18% Damage when hit (Melee): 4 physical Changes stats: +4 Str / +1 Dex / +2 Mag / +2 Wil / +3 Cun / +3 Con Grants telepathy: Dragon Mental save: +14 (+7 eff.) Maximum life: +43.00 Healing mod.: +10% A suit of armour made of metal plates. | 
| acidic dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 100% power, 75.5 block)acidic dwarven-steel shield of cold resistance (+15%) (8 def, 2 armour, 100% power, 75.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +76 On weapon hit: * 10% chance to corrode armour When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 6 acid Damage when hit (Melee): 12 acid Changes resistances: +15% cold Talent granted: +3 Block Handheld deflection devices. | 
| coruscating stralite shield (10 def, 2 armour, 100% power, 142 block)coruscating stralite shield (10 def, 2 armour, 100% power, 142 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +142 Damage (Melee): +13 fire When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 18 fire Changes stats: +2 Str Changes resistances: +14% fire Talent granted: +4 Block Handheld deflection devices. | 
| 2 agate2 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. | 
| 20 onyx20 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. | 
| 17 aquamarine17 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. | 
| 20 lapis lazuli20 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 9 opal9 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 9 topaz9 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| iron pickaxe (dig speed 37 turns)iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| 20 emerald20 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. | 
| spinelspinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (68 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| brass lanternbrass lantern 2.00 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. | 
| The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. | 
| Prothotipe's Prismatic EyeProthotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
| Yeti's Muscle Tissue (Astral)Yeti's Muscle Tissue (Astral) Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
| Automated Portable ExtractorAutomated 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), 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. | 
| 21 garnet21 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. | 
| rubyruby 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 Recall (1/1)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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| potent healing salve [power 304]potent healing salve [power 304] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 181% efficiency and 63% cooldown modifier. It can be used to heal 304, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| Stralite Sand ShredderStralite Sand Shredder Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
| 18 amethyst18 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
| Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
| 33 quartz33 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. | 
Achievements
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By Glorylrabrenn the Whitehoof Bulwark level 6
15th Retaking 124th year of Ascendancy at 11:43 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Glorylrabrenn the Whitehoof Bulwark level 11
24th Retaking 124th year of Ascendancy at 21:13 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Glorylrabrenn the Whitehoof Bulwark level 26
42nd Revenge 124th year of Ascendancy at 14:20 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Glorylrabrenn the Whitehoof Bulwark level 10
19th Retaking 124th year of Ascendancy at 12:50 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Glorylrabrenn the Whitehoof Bulwark level 20
26th Revenge 124th year of Ascendancy at 19:43 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Glorylrabrenn the Whitehoof Bulwark level 30
4th Pain 124th year of Ascendancy at 02:06 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Glorylrabrenn the Whitehoof Bulwark level 31
20th Pain 124th year of Ascendancy at 12:19 see stats
 This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By Glorylrabrenn the Whitehoof Bulwark level 22
29th Revenge 124th year of Ascendancy at 07:53 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Glorylrabrenn the Whitehoof Bulwark level 16
11st Revenge 124th year of Ascendancy at 23:17 see stats
Log
Glorylrabrenn hits Velenne the rogue for 23 physical, 2 fire, 3 physical, 5 fire, 12 acid (46 total damage).
Eternal bone giant misses Glorylrabrenn.
Bleeding from Glorylrabrenn hits Velenne the rogue for 0 physical damage.
Forest wight misses Glorylrabrenn.
Velenne the rogue rushes out!
Velenne the rogue hits Glorylrabrenn for 27 physical, 15 mind, 7 cold (48 total damage).
Glorylrabrenn hits Velenne the rogue for 6 physical damage.
Cold drake hatchling misses Glorylrabrenn.
Velenne the rogue shrugs off the effect 'Corrode'!
Glorylrabrenn hits Eternal bone giant for 2 fire damage.
Glorylrabrenn hits Cold drake hatchling for 4 fire damage.
Glorylrabrenn hits Velenne the rogue for 21 physical, 2 fire, 3 physical, 5 fire, 12 acid (43 total damage).
Velenne the rogue is no longer evading attacks.
Bleeding from Glorylrabrenn hits Velenne the rogue for 1 physical damage.
Forest wight misses Glorylrabrenn.
Velenne the rogue misses Glorylrabrenn.
Cold drake hatchling misses Glorylrabrenn.
Eternal bone giant uses Re-assemble.
Eternal bone giant receives 537 healing from Re-assemble.
Glorylrabrenn performs a melee critical strike against Eternal bone giant!
Glorylrabrenn's tinker attains critical power!
Eternal bone giant hits Glorylrabrenn for 8 blight damage.
Glorylrabrenn hits Eternal bone giant for 25 physical, 1 fire, 2 physical, 2 fire, 6 acid (36 total damage).
Glorylrabrenn hits Velenne the rogue for 5 fire damage.
Velenne the rogue stops regenerating health quickly.
Bleeding from Glorylrabrenn hits Velenne the rogue for 1 physical damage.
Forest wight casts Lightning.
Saving game...
