


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by  Codefly  
 DescriptionThis addon replaces ToME's floating combat text: 
 Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat. 
 Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game: 
 Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Gunslinger | 
| Level / Exp | 19 / 74% | 
| Size | medium | 
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 19 on the 2nd Wintertide 123rd year of Ascendancy at 06:27/ 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 16 (base 10) | 
| Dexterity | 62 (base 46) | 
| Constitution | 19 (base 11) | 
| Magic | 10 (base 10) | 
| Willpower | 18 (base 10) | 
| Cunning | 42 (base 36) | 
Resources
| Life | -298/462 | 
| Steam | 36/100 | 
| Healing Factor | 1.4291723257555 | 
| Regeneration | 9.5039959662741 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 42 | 
| Accuracy | 55 | 
| Crit Chance | 37% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 42 | 
| Accuracy | 55 | 
| Crit Chance | 37% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Blight | +10% | 
| Arcane | +20% | 
| Light | +5% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 13 (58.594633868923%) | 
| Defense | 51 | 
| Ranged Defense | 51 | 
| Fatigue | 1.9238052216851 | 
| Physical Save | 32 | 
| Spell Save | 15 | 
| Mental Save | 28 | 
Defense: Resistances
| Lightning | + 36%( 70%) | 
| Acid | + 3%( 70%) | 
| Nature | + 12%( 70%) | 
| Temporal | + 6%( 70%) | 
| Cold | + 15%( 70%) | 
| Physical | + 3%( 70%) | 
| Fire | + 12%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 30% | 
| Silence Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 0% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 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 80% efficiency and cooldown mod of 56%. | 
| 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 91% efficiency and cooldown mod of 58%. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. | 
Class Talents
| Steamtech / Elusiveness | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Automation | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Gunslinging | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara.Escort: lone alchemist (level 1 of Daikara) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you improved Dexterity by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara.Escort: lone alchemist (level 2 of Daikara) 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| 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. You have been shown a secret entrance to his stronghold. | active | 
| 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 red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 ice ant stinger. * You've found the needed giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | 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 3 lumberjacks have died. | 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 |  Zubyriarin (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +3% acid +6% fire +6% cold Unlife -20.00 life Life +80.00 Silence Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  pouch of dwarven-steel shots (18/20, 30-37 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Normal] Weapon Damage 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 While equipped: other ------- Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  Glareshaper 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Critical power +15.00% Physical Power +10 (+3 eff.) Ignore resists +5% light defense ------ Resistance +3% physical Physical save +16 (+8 eff.) Healmod +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  rough leather hat 'Baloruimnir' (15 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Cun +1 Dex defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% Resistance +6% lightning +6% temporal +3% cold Mind save +9 (+5 eff.) Unlife -80.00 life Silence Resist +10% A hat made of leather. Very stylish. | 
| On hands |  Falemakhad the Willowvagrant (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +8 Wil offense ------ Critical power +5.00% Physical Power +8 (+3 eff.) Ignore resists +10% blight +20% arcane When Hit 4 blight defense ------ Armor +2 Fatigue +3% Resistance +3% nature other ------- Talents +1 Flash Powder 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. | 
| Tool |  Barkblur [power 75]  (25 cooldown) 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Crit +4.0% Critical power +10.00% Damage +6% nature Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  savior's copper ring of pilfering 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| On fingers |  Cyrybretha the Ichorsmash 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Physical Crit +2.0% Physical Power +5 (+2 eff.) Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Resistance +9% nature +12% lightning Physical save +10 (+5 eff.) Rings make your fingers look great! | 
| Around neck |  copper amulet of constitution (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! | 
| In main hand |  steady iron steamgun of true flight 4.0 Encumbrance T1 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On Hit: * splashes acid on your target dealing 34 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Physical Crit +7.0% Accuracy +11 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  insulating rough leather belt 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. | 
| In off hand |  steady steel steamgun of true flight 4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: * splashes acid on your target dealing 34 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Accuracy +12 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  resilient linen cloak of battle (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% Resistance +18% lightning Life +30.00 Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  troll-hide cured leather armour of Eyal (6 def, 7 armour) 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +7 Hardiness +20% Defense +6 (+2 eff.) Fatigue +10% Life +55.00 Life Regen +6.40 Healmod +20% A suit of armour made of leather. | 
Inventory
|  steam generator implant (steam 5) 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the wizard (steam 5) 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.8 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  schematic: Acid Groove 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Back Support 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Focus Lens 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Pain Suppressor Salve 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Spring Grapple 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamgun 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Steamsaw 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  Wheel of Fate 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +3% lightning Spell save +9 (+7 eff.) Life +66.00 Life Regen +8.00 Healmod +13% Disarm Resist +26% Pinning Resist +24% Knockbk Resist +31% other ------- Vim-on-crit +2.00 Max mana +20.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? | 
|  copper ring 'Ivedhelle' 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +6 (+6 eff.) Accuracy +5 (+2 eff.) defense ------ Resistance +1% physical Unlife -80.00 life Confus Resist +10% other ------- Max stamina +10.00 Rings make your fingers look great! | 
|  Emelariaba 4.0 Encumbrance T3 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats +3 Cun offense ------ Combat Speed +10% defense ------ Defense +10 (+3 eff.) Resistance +3% acid +3% cold +3% light Life Regen +4.00 Knockbk Resist +20% Slings are used to hurl stones or metal shots at your foes. | 
|  hardened leather sling 'Wildcutter' 4.0 Encumbrance T3 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Cun +1 Con offense ------ Ignore resists +6% physical defense ------ Resistance +3% nature +3% light other ------- Light +3 Infravision +3 Slings are used to hurl stones or metal shots at your foes. | 
|  elm starstaff 'Flashmark' (10-12 power, 2 apr, light element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +3 (+3 eff.) Damage +10% light Ignore resists +5% fire defense ------ Resistance +15% blight +6% nature Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  iron steamgun of enduring 4.0 Encumbrance T1 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Con +5 Wil defense ------ Life +25.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Pyro: Steamgun 1. | 
|  stormbringer's dwarven-steel steamgun of tinkering (+2) 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-crit, radius 2 +8 lightning +8 cold Uses 2.0 Steam While equipped: Stats +2 Cun offense ------ Steampower +8 (+4 eff.) Move Speed +24% Ignore resists +6% lightning +6% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Neira's Memory 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Fatigue -8% Confus Resist +30% Stun Resist +30% other ------- Encumbrance +20 Mana-on-crit +3.00 Surround yourself with a magical shield (strength 125, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
|  blurring rough leather belt of the mystic 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +2 (+2 eff.) defense ------ Defense +9 (+3 eff.) Mind save +5 (+3 eff.) Stealth +6 A belt that goes around your waist. | 
|  Prismviper the pair of iron boots (0 def, 5 armour) 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +3% physical defense ------ Armor +5 Fatigue +2% Resistance +3% light Unlife -60.00 life Life Regen +2.00 Healmod +11% other ------- Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  iron gauntlets 'Strikeravager' (0 def, 7 armour) 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +4% physical When Hit 2 fire On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +7 Fatigue +1% Resistance +6% lightning +5% arcane 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. | 
|  cleansing rough leather armour of cold resistance (3 def, 2 armour) 9.0 Encumbrance T1 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +11% blight +16% cold +11% nature A suit of armour made of leather. This object's appearance was changed to Pyro: Leather Armour 1. | 
|  9 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  66 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  2 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  8 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of the Sandworm Queen 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Dagidunarigund the Hazegrit 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +6 Str +3 Dex +5 Cun offense ------ Damage +6% cold defense ------ Mind save +11 (+6 eff.) other ------- Light +4 See Stealth +10 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Saluba the Frostquencher 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Critical power +20.00% Physical Power +5 (+2 eff.) Damage +7% mind When Hit 6 cold defense ------ Resistance +3% acid other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| Mirror of Reflection (Portable)Mirror of Reflection (Portable) 0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 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. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Automated Portable Extractor 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| powerful pain suppressor salve [power 140]powerful pain suppressor salve [power 140] 1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 56% cooldown modifier. Let you fight up to -140 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. | 
| simple frost salve [power 8]simple frost salve [power 8] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 56% cooldown modifier. Remove 1 physical effects and grants a frost aura (8% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. | 
| simple healing salve [power 100]simple healing salve [power 100] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 56% cooldown modifier. Heal 100 Puts Talent Medical Injector on 15 turn cooldown Medical salve. | 
| simple pain suppressor salve [power 84]simple pain suppressor salve [power 84] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 80% efficiency and 56% cooldown modifier. Let you fight up to -84 life and reduces all damage by 11% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  acidic pouch of steel shots of daylight (19/19, 23-28 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 On-ranged-hit +8 light Damage Against +6% Undead On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. | 
|  deadly pouch of iron shots of persecution (24/24, 21-25 power, 1 apr) 3.0 Encumbrance T1 shot ammo [Ego] Disrupt/Master Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 24 Damage Against +7% Unnatural +5% Unliving While equipped: Shots are used with slings to pummel your foes to death. | 
|  deadly pouch of steel shots of erosion (23/23, 28-34 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-ranged-hit +6 nature Shots are used with slings to pummel your foes to death. | 
|  pouch of steel shots (18/18, 20-25 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. | 
|  iron torque of gale force [power 105]  (15 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of gale force [power 160]  (15 cooldown) 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. | 
|  ash totem of thorny skin [power 25]  (20 cooldown) 2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  focusing yew totem of summon tentacle [power 195]  (25 cooldown) 2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 510 Base Damage: 204 Armor: 6 All Resist: 3 Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  10 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Antimagic! (Nightmare (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Nightmare (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Eragus the Cornac Gunslinger level 18
4th Decay 122nd year of Ascendancy at 06:21 see stats
 Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Roguelike) difficulty)
			Killed a Bringer of Doom.By Eragus the Cornac Gunslinger level 17
72nd Haze 122nd year of Ascendancy at 23:35 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Eragus the Cornac Gunslinger level 15
54th Haze 122nd year of Ascendancy at 12:41 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Eragus the Cornac Gunslinger level 10
3rd Mirth 122nd year of Ascendancy at 01:07 see stats
 Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Roguelike) difficulty)
			Sided with the assassin lord.By Eragus the Cornac Gunslinger level 18
7th Decay 122nd year of Ascendancy at 18:35 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Eragus the Cornac Gunslinger level 18
10th Decay 122nd year of Ascendancy at 01:11 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Eragus the Cornac Gunslinger level 10
3rd Mirth 122nd year of Ascendancy at 01:09 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Eragus the Cornac Gunslinger level 14
29th Dusk 122nd year of Ascendancy at 01:41 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Eragus the Cornac Gunslinger level 18
76th Haze 122nd year of Ascendancy at 00:12 see stats
Log
Eragus uses Slip Away.
Eragus uses Net Projector.
Shasshhiy'Kaish shrugs off the effect 'Net Projector'!
Today is the 2nd Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:26.
Eragus uses Startling Shot.
Eragus misses his shot.
Shasshhiy'Kaish casts Rune: Acid Wave.
Eragus is disarmed!
Eragus attunes to the damage.
Shasshhiy'Kaish hits Eragus for (16 flat reduction), 157 acid (157 total damage).
Shasshhiy'Kaish casts Meteor Rain.
Shasshhiy'Kaish hits Eragus for (16 flat reduction), 118 physical, (16 flat reduction), 125 fire, (16 flat reduction), 118 physical, (16 flat reduction), 125 fire, (16 flat reduction), 118 physical (604 total damage).
Eragus the level 19 cornac gunslinger was chopped into tiny pieces to death by Shasshhiy'Kaish and used for her perverted desires on level 3 of Daikara.



















































