











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module: 
 Affected talents from the Embers of Rage DLC: 
 Affected talents from the Ashes of Urh'Rok DLC: 
 Affected talents from the Forbidden Cults DLC: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Examine Floor Stack 1.7.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 
 
 
 
 
 
 
 
 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
 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:
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Adventurer | 
| Level / Exp | 42 / 47% | 
| Size | medium | 
| Lifes / Deaths | Killed by Velotira the rattlesnake at level 12 on the 18th Profit 122nd year of Ascendancy at 02:18 2 / 5Killed by Spellblaze Crystal at level 15 on the 35th Profit 122nd year of Ascendancy at 09:14 Killed by Silarinne the red ooze at level 24 on the 8th Iron 123rd year of Ascendancy at 12:38 Killed by Betholenor the mean looking elven guard at level 32 on the 13rd Steel 123rd year of Ascendancy at 05:12 Killed by Grand Corruptor at level 40 on the 23rd Dearth 123rd year of Ascendancy at 20:32  | 
Primary Stats
| Strength | 67 (base 39) | 
| Dexterity | 31 (base 12) | 
| Constitution | 51 (base 40) | 
| Magic | 89 (base 60) | 
| Willpower | 74 (base 32) | 
| Cunning | 48 (base 22) | 
Resources
| Mana | 516/516 | 
| Equilibrium | 75 | 
| Vim | 251/262 | 
| Life | 1273/1273 | 
| Stamina | 325/325 | 
| Steam | 100/100 | 
| Healing Factor | 1.6340316950179 | 
| Regeneration | 16.748824873933 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 17 | 
| Infravision | 3 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 216 | 
| Accuracy | 53 | 
| Crit Chance | 38% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 105 | 
| Accuracy | 53 | 
| Crit Chance | 38% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 86 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 59 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +6% | 
| Blight | +24% | 
| Physical | +8% | 
| Cold | +8% | 
| All | 0% | 
| Darkness | +15% | 
| Light | +15% | 
| Lightning | +5% | 
| Fire | +39% | 
| Nature | +8% | 
Offense: Damage Penetration
| Lightning | +49% | 
| Blight | +25% | 
| Darkness | +10% | 
| Fire | +10% | 
| Acid | +20% | 
Defense: Base
| Armour (hardiness) | 111.4 (30%) | 
| Defense | 48 | 
| Ranged Defense | 51 | 
| Fatigue | 13 | 
| Physical Save | 60 | 
| Spell Save | 60 | 
| Mental Save | 64 | 
Defense: Resistances
| Blight | + 24%( 70%) | 
| Arcane | + 25%( 70%) | 
| Cold | + 39%( 70%) | 
| All | + 12%( 70%) | 
| Physical | + 33%( 70%) | 
| Darkness | + 30%( 70%) | 
| Light | + 20%( 70%) | 
| Temporal | + 61%( 70%) | 
| Lightning | + 55%( 70%) | 
| Mind | + 25%( 70%) | 
| Fire | + 43%( 70%) | 
| Nature | + 36%( 70%) | 
Defense: Immunities
| Stun Resistance | 66% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 99% | 
| Disarm Resistance | 44% | 
| Silence Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 94% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 542 life over 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15.  | 
| 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 167% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 blight, 5 fire, 3 cold  | 
Class Talents
| Spell / Storm | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Wild-gift / Earthen vines | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Magical combat | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Eldritch shield | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Corruption / Doom shield | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 4/5 | 
  | 1/5 | 
| Spell / Air | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Earthen power | 1.00 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 3/5 | 
  | 3/5 | 
  | 4/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Demonic strength | 1.00 | 
  | 3/5 | 
  | 2/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Arcane Feed | 
| talent | Hurricane | 
| talent | Arcane Combat | 
| talent | Stone Vines | 
| talent | Abyssal Shield | 
| talent | Shards | 
| talent | Elemental Harmony | 
| talent | Hardened Core | 
| talent | Eldritch Infusion | 
| talent | Tempest | 
| beneficial effect | The target is surrounded by a stone shield absorbing 168/168 damage.  When the shield is removed, it will explode for up to 150 (currently 10) Arcane damage in a radius 2. Eldritch Stone Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | active | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 2 of Dreadfell) | failed | 
You failed to protect the injured seer from death by Emydawe the vampire. Escort: injured seer (level 8 of Dreadfell) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5.  | done | 
You failed to protect the lost sun paladin from death by orc necromancer. Escort: lost sun paladin (level 4 of Dreadfell) | failed | 
You failed to protect the lost sun paladin from death by Xeriretta the skeleton archer. Escort: lost sun paladin (level 7 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by Eilinylrada the large brown snake. Escort: lost warrior (level 2 of Trollmire) | failed | 
You failed to protect the repented thief from death by Siaoan. Escort: repented thief (level 2 of Daikara) | failed | 
You failed to protect the repented thief from death by Porann the cave troll. Escort: repented thief (level 3 of Trollmire) | failed | 
You failed to protect the temporal explorer from death by Siaoan. Escort: temporal explorer (level 3 of Dreadfell) | failed | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 treasureIt 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 darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt.  | failed | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within4 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood!  | 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 |  Alehell the pair of hardened leather boots (26 def, 17 armour) 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +17 Defense +26 (+9 eff.) Resists +12% cold +12% fire +9% mind +3% physical Phys.save +12 (+3 eff.) Mind.save +9 (+3 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc Light +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather.  | 
| Light source |  Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 122, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 307.05 darkness damage (based on Mindpower and charge). Uses 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 |  Bethyranne the Lavaumbra (0 def, 9 armour) 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil +8 Cun +12 Lck dps ---------- Phys.crit +4.0% Spell.crit +6% Mind.crit +6% Phys.pwr +10 (+1 eff.) Dmg.mod +9% fire Melee Ret 8 fire ----- def ----- Armour +9 Fatigue +5% Resists +15% fire +5% arcane +15% physical Phys.save +9 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Infravis +3 A cap made of leather.  | 
| On hands |  drakeskin leather gloves 'Elenezilathel' (0 def, 7 armour) 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Melee+ 15 cold Dmg.mod +8% cold Acc +19 (+5 eff.) ----- def ----- Armour +7 Resists +15% temporal +9% cold +5% arcane +3% light Mind.save +13 (+4 eff.) Max.HP +73.00 ---------- misc Talents +4 Shocking Touch Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Kilnvenom [power 422]  (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% blight +12% fire Res.pen +25% blight +10% fire +10% acid Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 46% Create a shield absorbing up to 422 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  voratun ring 'Lisoldana'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +13 Mag +15 Wil +2 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Spell.pwr +22 (+4 eff.) ----- def ----- Resists +3% mind Mind.save +9 (+3 eff.) Max.HP +39.00 Disarm- +44% Pinning- +39% Knockbk- +50% ---------- misc Equi/ret +0.04 Rings make your fingers look great!  | 
| On fingers |  Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.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 |  Sunpain the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Resists +13% lightning +6% physical +5% arcane +11% temporal Pinning- +20% Stun/Frz- +26% Knockbk- +24% ---------- misc Stam/turn +0.40 Amulets make your neck look great!  | 
| In main hand |  swashbuckler's voratun shield of shrapnel (0 def, 10 armour, 62-74 power, 205 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 62.0 - 74.4 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +205 While equipped: Stats +6 Str +8 Dex dps ---------- Acc +5 (+1 eff.) On shield block: * Cause enemies within radius 6 to bleed for 370 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices.  | 
| Around waist |  Xerolevena the Skyspar 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% lightning +10% acid ----- def ----- Defense +8 (+3 eff.) Resists +12% lightning +8% fire +9% cold Proj.slow +20% ---------- misc Light +3 A belt that goes around your waist.  | 
| In off hand |  Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 70% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+4 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way.  | 
| Cloak |  cashmere cloak 'Yaristir' (10 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +6% ----- def ----- Defense +10 (+3 eff.) Resists +24% lightning +6% light +14% blight +3% mind +17% nature Phys.save +8 (+2 eff.) HP.reg +7.00 Heal.mod +15% Silence- +20% Pinning- +20% Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  The Untouchable (14 def, 12 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Str +8 Dex +8 Mag +8 Wil +16 Cun +8 Con dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.  | 
Inventory
 medical injector implant of the titan (efficiency 158% / cooldown 60%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the wizard (efficiency 153% / cooldown 66%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant of the titan (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved.  | 
 healing infusion of the warrior (heal 184; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 heroism infusion of the duelist (die at -305; dur 8; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -305 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 305 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the wizard (res 35%; mental; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."  | 
 Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy.  | 
 Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of the Rift (446.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 446.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 biting gale rune of the warrior (damage 268; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 268.27 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 blink rune of the warrior (range 6; phase 22; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune of the warrior (absorb 92; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune of the wizard (absorb 472; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 472 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 5 schematic: Acid Groove0.1 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.  | 
 4 schematic: Air Recycler0.1 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.  | 
 2 schematic: Alchemist's Helper0.1 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: Antimagic Shell0.1 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.  | 
 11 schematic: Armour Reinforcement0.1 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: Back Support0.1 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.  | 
 2 schematic: Black Light Emitter0.1 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.  | 
 4 schematic: Corrosive Shell0.1 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: Crystal Plating0.1 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.  | 
 4 schematic: Deflection Field0.1 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.  | 
 6 schematic: Explosive Shell0.1 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: Fatal Attractor0.1 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: Fiery Salve0.1 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.  | 
 5 schematic: Fireproof Coating0.1 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: Flare Shell0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Flash Powder0.1 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.  | 
 8 schematic: Focus Lens0.1 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.  | 
 4 schematic: Frost Salve0.1 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: Fungal Web0.1 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.  | 
 2 schematic: Grounding Strap0.1 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: Headlamp0.1 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: Healing Salve0.1 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.  | 
 2 schematic: Hook Shell0.1 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.  | 
 4 schematic: Iron Grip0.1 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: Itching Powder0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 6 schematic: Kinetic Stabiliser0.1 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.  | 
 5 schematic: Magnetic Shell0.1 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.  | 
 4 schematic: Mental Stimulator0.1 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.  | 
 6 schematic: Moss Tread0.1 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 Salve0.1 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.  | 
 4 schematic: Razor Edge0.1 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.  | 
 4 schematic: Rocket Boots0.1 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.  | 
 2 schematic: Rustproof Coating0.1 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.  | 
 5 schematic: Saw Projector0.1 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: Second Skin0.1 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.  | 
 6 schematic: Shocking Edge0.1 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: Shocking Touch0.1 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.  | 
 5 schematic: Silver Filigree0.1 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: Solid Shell0.1 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.  | 
 4 schematic: Spike Attachment0.1 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 Grapple0.1 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.  | 
 6 schematic: Steamgun0.1 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.  | 
 5 schematic: Steamsaw0.1 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: Thunder Grenade0.1 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.  | 
 6 schematic: Thunderclap Coating0.1 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.  | 
 4 schematic: Toxic Cannister Launcher0.1 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: Toxic Shell0.1 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: Unstoppable Force Salve0.1 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.  | 
 2 schematic: Viral Needlegun0.1 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.  | 
 4 schematic: Water Salve0.1 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: Waterproof Coating0.1 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: White Light Emitter0.1 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: Winterchill Edge0.1 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.  | 
 Borylen the Obsidianspawn0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% lightning +12% light +12% darkness ----- def ----- Resists +6% light +6% darkness ---------- misc Light +3 Amulets make your neck look great!  | 
 Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck.  | 
 Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +24% Amulets make your neck look great!  | 
 insulating gold amulet of perfection (0.13 Technique / Warcries,0.13 Chronomancy / Chronomancy)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +15% fire +13% cold ---------- misc Masteries +0.13 Technique/Warcries +0.13 Chronomancy/Chronomancy Amulets make your neck look great!  | 
 starlit copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets make your neck look great!  | 
 Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward.  | 
 Bolttide the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +9% fire +6% lightning Res.pen +25% lightning Melee Ret 4 lightning ----- def ----- Resists +30% acid +30% fire +6% darkness Rings make your fingers look great!  | 
 Hathedublek the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +5 Mag +6 Wil +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+1 eff.) Dmg.mod +10% cold ----- def ----- Resists +20% cold Crit.chn- 15.00% ---------- misc Light +3 Rings make your fingers look great!  | 
 Issydar0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Crit.mult +5.00% Acc +9 (+2 eff.) Rings make your fingers look great!  | 
 Mucusripper0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +3 Cun +6 Con dps ---------- Crit.mult +20.00% Phys.pwr +11 (+2 eff.) Dmg.mod +6% nature Res.pen +20% fire Melee Ret 10 fire On Hit (Melee): * 20% chance to slow global speed by 63% ---------- misc Psi/ret +0.16 Rings make your fingers look great!  | 
 Shiverbringer the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +6 Wil +12 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Resists +3% acid +6% cold Heal.mod +5% Blind- +38% Pinning- +20% Stun/Frz- +20% ---------- misc Infravis +5 See.Stealth +19 See.Invis +21 Rings make your fingers look great!  | 
 Shiverwake0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex +3 Mag +4 Wil dps ---------- Spell.crit +2% Dmg.mod +18% blight Res.pen +25% cold Acc +12 (+3 eff.) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great!  | 
 Swamprace0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +15% temporal +12% cold +6% all Melee Ret 4 temporal On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +3% nature Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great!  | 
 Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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?  | 
 conjurer's gold ring of warding0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +16% acid +19% fire +18% lightning +14% cold Rings make your fingers look great!  | 
 copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great!  | 
 gold ring 'Glacierlady'0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +5 Cun +9 Con dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +6% cold Melee Ret 4 arcane ----- def ----- Resists +12% cold Phys.save +10 (+3 eff.) Spell.save +13 (+3 eff.) ---------- misc Max.stam +18.00 Rings make your fingers look great!  | 
 gold ring 'Morbusraven'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +6% nature +3% darkness Res.pen +25% nature On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Resists +26% acid +18% nature +12% mind Rings make your fingers look great!  | 
 pixie's gold ring of light (+24%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great!  | 
 steel ring 'Erelarab'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +24% acid +1% physical +6% light HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great!  | 
 steel ring 'Pusborn'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +5 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +3% nature ----- def ----- Crit.chn- 15.00% Blind- +29% ---------- misc Light +3 Infravis +4 See.Stealth +8 See.Invis +11 Rings make your fingers look great!  | 
 wizard's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+2 eff.) Blind- +44% ---------- misc Infravis +4 See.Stealth +16 See.Invis +13 Rings make your fingers look great!  | 
 Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it.  | 
 Isakira1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +28 (+5 eff.) Dmg.mod +15% arcane Res.pen +15% blight Melee Ret 6 blight ----- def ----- Mind.save +10 (+3 eff.) A belt that goes around your waist.  | 
 Kalegrim the Gleamoozer1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +2 Con dps ---------- Dmg.mod +10% physical Res.pen +15% nature +7% physical ----- def ----- Resists +6% light ---------- misc Light +2 A belt that goes around your waist.  | 
 Branoran the Glowobsidian (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +4 Cun dps ---------- Res.pen +10% light ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +3% physical +18% cold ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Ragaran the Rimeprophet (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +4 Dex +4 Mag +4 Wil +4 Con dps ---------- Phys.crit +5.0% Dmg.mod +6% physical +15% darkness +6% cold Res.pen +14% darkness ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness Phys.save +3 (+1 eff.) Spell.save +25 (+6 eff.) Stealth +15 ---------- misc Stam/turn +1.00 Max.mana +54.00 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 233 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots.  | 
 alchemist's drakeskin leather gloves of the juggernaut (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +4 Con dps ---------- Melee+ 7 acid 7 fire 6 cold 6 lightning ----- def ----- Armour +3 Phys.save +23 (+6 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 storm drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 8 lightning 40 mind 16 darkness Dmg.mod +8% lightning On Hit (Melee): * 16% chance to reduce all saves and defense by 35 ----- def ----- Armour +3 Resists +8% lightning Mind.save -12 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.  | 
 drakeskin leather armour of the deep (20 def, 13 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +20 (+7 eff.) Fatigue +8% Resists +10% acid +13% cold ---------- misc Breathe water A suit of armour made of leather.  | 
 Jetsmasher the voratun shield (0 def, 10 armour, 66-79 power, 195.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 65.5 - 78.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 On Hit.r1 +16 darkness +17 fire On Hit: * 20% chance to reduce damage dealt by 28% While equipped: Stats +15 Str +19 Dex dps ---------- Melee+ 10 fire Dmg.mod +3% darkness +6% cold Acc +30 (+8 eff.) Melee Ret 11 fire ----- def ----- Armour +10 Fatigue +8% Resists +3% darkness +3% cold ---------- misc Talents +1 Block Handheld deflection devices.  | 
 warded stralite shield of the stars (0 def, 8 armour, 43-52 power, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 43.0 - 51.6 Physical Uses 50% Mag, 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 Melee+ +14 light +15 darkness On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +5 Cun +8 Mag dps ---------- Dmg.mod +11% light +16% darkness ----- def ----- Armour +8 Fatigue +8% Resists +13% light +15% darkness ---------- misc Wards +6 lightning +5 temporal +5 darkness +5 fire +5 nature +5 blight +4 cold +6 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices.  | 
 7 agate0.0 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.  | 
 992 alchemist agate0.0 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.  | 
 8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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.  | 
 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 8 opal0.0 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.  | 
 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on.  | 
 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Ebonyvenom the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Wil +4 Con dps ---------- Dmg.mod +6% darkness ---------- misc Light +5 Infravis +1 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.  | 
 Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 230.09 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 230.09 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 alchemist's lamp 'Staridol'0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +18% light +18% arcane Res.pen +25% arcane Melee Ret 8 fire ----- def ----- Resists +15% light ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 brass lantern 'Scaldbloom'2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% arcane +9% fire Res.pen +5% mind +5% arcane ---------- misc Max.psi +20.00 Light +6 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.  | 
 nightwalker's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Dmg.mod +11% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 245.89 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Automated Portable Extractor0.0 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.  | 
 9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 374/400 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.  | 
great healing salve [power 410] great healing salve [power 410]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 59% cooldown modifier. Heal 410 Puts Talent Medical Injector on 15 cooldown Medical salve.  | 
powerful pain suppressor salve [power 297] powerful pain suppressor salve [power 297]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 59% cooldown modifier. Let you fight up to -297 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve.  | 
powerful water salve [power 25] powerful water salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 167% efficiency and 59% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve.  | 
 Transmogrification Chest2.0 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.  | 
 mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power!  | 
 powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power!  | 
 powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power!  | 
 The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking.  | 
 dwarven-steel torque of gale force 'Ce'Nyldana' [power 200]  (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.crit +1% Res.pen +20% arcane ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +3.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 216 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers.  | 
 stralite torque of psionic shield 'Druralin' [power 103]  (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +4 Cun +5 Con dps ---------- Acc +15 (+4 eff.) ----- def ----- Defense +15 (+5 eff.) Crit.chn- 10.00% Phys.save +15 (+4 eff.) ---------- misc Max.stam +30.00 Light +3 Setup a psionic shield, reducing all damage taken by 103 for 5 turns Puts all charms on 25 cooldown 100% to heal for 94. Torques are made by powerful psionics to store psionic powers.  | 
 Layidhelessra the Flashmarrow [power 182]  (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% fire Crit.chn- 15.00% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
 Xatira [power 200]  (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+2 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +12% blight ---------- misc Max.stam +10.00 Infravis +3 Sting an enemy dealing 216 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
 ash totem of thorny skin 'Brightstriker' [power 25]  (20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- S.pwr/crit +4 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce fatigue by 23% for 2 turns. 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to heal for 38. Natural totems are made by powerful wilders to store nature power.  | 
 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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.  | 
 9 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 11 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A different point of view (Insane (Adventure) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By Siaoan the Dwarf Adventurer level 36
5th Profit 123rd year of Ascendancy at 07:07 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Siaoan the Dwarf Adventurer level 42
9th Loss 123rd year of Ascendancy at 04:38 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Siaoan the Dwarf Adventurer level 34
20th Gold 123rd year of Ascendancy at 00:07 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Siaoan the Dwarf Adventurer level 33
27th Steel 123rd year of Ascendancy at 00:52 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Siaoan the Dwarf Adventurer level 23
12nd Loss 122nd year of Ascendancy at 18:54 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Siaoan the Dwarf Adventurer level 39
12nd Wealth 123rd year of Ascendancy at 13:13 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Siaoan the Dwarf Adventurer level 29
5th Steel 123rd year of Ascendancy at 18:04 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Siaoan the Dwarf Adventurer level 28
23rd Iron 123rd year of Ascendancy at 10:40 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Siaoan the Dwarf Adventurer level 10
12nd Profit 122nd year of Ascendancy at 12:33 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Siaoan the Dwarf Adventurer level 20
17th Dearth 122nd year of Ascendancy at 21:14 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Siaoan the Dwarf Adventurer level 30
6th Steel 123rd year of Ascendancy at 21:06 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Siaoan the Dwarf Adventurer level 40
29th Wealth 123rd year of Ascendancy at 16:49 see stats
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Siaoan the Dwarf Adventurer level 23
13rd Loss 122nd year of Ascendancy at 11:40 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Siaoan the Dwarf Adventurer level 41
7th Loss 123rd year of Ascendancy at 22:31 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Siaoan the Dwarf Adventurer level 25
18th Iron 123rd year of Ascendancy at 08:01 see stats
			Squadmate (Insane (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Siaoan the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 03:28 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Siaoan the Dwarf Adventurer level 13
19th Profit 122nd year of Ascendancy at 09:50 see stats
			The Legend of Garkul (Insane (Adventure) difficulty)
			Learned the five chapters of the Legend of Garkul.By Siaoan the Dwarf Adventurer level 36
5th Profit 123rd year of Ascendancy at 07:07 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Siaoan the Dwarf Adventurer level 22
30th Dearth 122nd year of Ascendancy at 01:21 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Siaoan the Dwarf Adventurer level 22
35th Dearth 122nd year of Ascendancy at 12:58 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Siaoan the Dwarf Adventurer level 16
38th Profit 122nd year of Ascendancy at 21:05 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Siaoan the Dwarf Adventurer level 41
8th Loss 123rd year of Ascendancy at 11:43 see stats
Log
There is a The entry to the old tower of Dreadfell 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.
Talent Eldritch Stone is ready to use.
Today is the 10th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:41.
Today is the 11st Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 12nd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Ran for 6 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 13rd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Today is the 14th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 15th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
There is a teleportation circle to the surface 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...
Siaoan uses Eldritch Stone.
Siaoan is encased in a stone shield.
Saving done.
Saving game...
Saving done.




































































































































