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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
 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. 
 
 
 
 
 
 
 
 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 Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Orc | 
| Class | Gunslinger | 
| Level / Exp | 50 / 756% | 
| Size | medium | 
| Lifes / Deaths | Killed by sun-mage at level 13 on the 46th Retaking 124th year of Ascendancy at 08:460 / 9 Killed by sun-mage at level 13 on the 46th Retaking 124th year of Ascendancy at 09:06 Killed by sunwall archer at level 13 on the 46th Retaking 124th year of Ascendancy at 10:52 Killed by Emelabressra the treant at level 33 on the 13rd Loss 124th year of Ascendancy at 07:04 Killed by Elhrindi the shalore at level 34 on the 22nd Destruction 124th year of Ascendancy at 18:12 Killed by Lisidara the sun paladin at level 35 on the 23rd Destruction 124th year of Ascendancy at 20:17 Killed by Elutha the saw horror at level 50 on the 2nd Retaking 125th year of Ascendancy at 09:28 Killed by Elutha the saw horror at level 50 on the 2nd Retaking 125th year of Ascendancy at 09:52 Killed by Sher'Tul High Priest at level 50 on the 3rd Retaking 125th year of Ascendancy at 04:33 | 
Primary Stats
| Strength | 57 (base 27) | 
| Dexterity | 99 (base 60) | 
| Constitution | 79 (base 60) | 
| Magic | 19 (base 12) | 
| Willpower | 33 (base 10) | 
| Cunning | 93 (base 60) | 
Resources
| Life | -730/1309 | 
| Mana | 389/509 | 
| Psi | 113/123 | 
| Steam | 62/100 | 
| Healing Factor | 1.4168020097747 | 
| Regeneration | 0.35420050244366 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 6 | 
| Infravision | 9 | 
| See Stealth | 5 | 
| See Invisible | 17 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 90 | 
| Accuracy | 81 | 
| Crit Chance | 63% | 
| APR | 36 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 90 | 
| Accuracy | 81 | 
| Crit Chance | 63% | 
| APR | 36 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 9.5 | 
| Crit Chance | 26% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 42 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +20% | 
| Physical | +29% | 
| Fire | +18% | 
| Cold | +20% | 
| Arcane | +14% | 
| Mind | +24% | 
| All | +8% | 
Offense: Damage Penetration
| Physical | +46% | 
| Mind | +41% | 
| All | +21% | 
Defense: Base
| Armour (hardiness) | 74 (69.687909656376%) | 
| Defense | 72 | 
| Ranged Defense | 72 | 
| Fatigue | 0 | 
| Physical Save | 44 | 
| Spell Save | 23 | 
| Mental Save | 35 | 
Defense: Resistances
| Physical | + 45%( 70%) | 
| Lightning | + 46%( 70%) | 
| Acid | + 60%( 70%) | 
| All | + 34%( 70%) | 
Defense: Immunities
| Pinning Resistance | 50% | 
| Instadeath Resistance | 100% | 
| Stun Resistance | 30% | 
| Disarm Resistance | 50% | 
| Poison Resistance | 0% | 
| Blind Resistance | 50% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. Its effects scale with your Dexterity stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: 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 7 turns. While Heroism is active, you will only die when reaching -344 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 688 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. | 
Class Talents
| Steamtech / Gunslinging | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Bullets mastery | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Steamtech / Elusiveness | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Steamtech / Avoidance | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Automation | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Steamtech / Gunner training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.20 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| The giants have breached the mountain-side of Kruk pride!Homeland They are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The third valve has been destroyed. | active | 
| As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby.Mole Down, Two To Go Investigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done | 
| The time for revenge is at hand! The Tribe stands crippled under your assaults.No Fumes Without Fire Enter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Inside some of your foes you have found some intact pieces that give you new ideas.Research. Tinker. Annihilate. Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel...The Dead God Awaits Along with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core.Voyage to the Center of Eyal Strange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Steam Powered Boots (8 def, 15 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% other ------- Talents +2 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! | 
| Quiver |  barbed pouch of voratun shots of disruption (21/21, 64-77 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Disrupt/Master Weapon Damage 64.5 - 77.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +16.0% Capacity 21 Damage Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. | 
| Light source |  nightwalker's dwarven lantern of focus 1.0 Encumbrance T5 lite [Ego+] Nature/Psionic While equipped: Stats +10 Wil offense ------ Physical Crit +3.0% Critical power +15.00% Physical Power +7 (+3 eff.) Damage +11% mind other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. | 
| On head |  Steam Powered Helm (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+0 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A Helmet. But with steam power! | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% other ------- Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! | 
| Tool |  Korbek's Spyglass 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. | 
| On fingers |  sneakthief's gold ring of misery 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +9 Cun +6 Dex offense ------ On-Hit 5 physical On-Ranged-Hit 5 physical Accuracy +7 (+2 eff.) On-Hit (Melee): * 13% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! | 
| On fingers |  Wheel of Fate 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex +1 Mag +5 Cun offense ------ Critical power +10.00% Damage +12% acid +6% arcane Ignore Shields +30% Accuracy +16 (+4 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +8 (+2 eff.) Resistance +24% acid Can be unequipped or rerolled. 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 Puts all charms on 1 turn cooldown "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? | 
| Around neck |  gold amulet 'Poraserin' 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +10% mind +15% physical Accuracy +25 (+5 eff.) Ignore Armor +3 defense ------ Resistance +5% physical other ------- Max stamina +30.00 Amulets make your neck look great! | 
| In main hand |  gunslinger's voratun steamgun of piercing 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * splashes acid on your target dealing 80 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Steampower +11 (+3 eff.) Damage +16% physical Ignore resists +10% all Accuracy +19 (+4 eff.) Ignore Armor +6 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Around waist |  reinforced hardened leather belt of recklessness 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) defense ------ Armor +7 Defense +9 (+2 eff.) Physical save +11 (+3 eff.) A belt that goes around your waist. | 
| In off hand |  Dairoyon the Snowbolt 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +12 physical On Hit: * chills your foe dealing 41 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +9 Str +10 Dex +7 Mag +8 Wil +9 Cun +8 Con offense ------ Critical power +10.00% Damage +12% cold defense ------ Defense +10 (+2 eff.) other ------- Reload +3 Infravision +2 See Invisibility +12 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
| Cloak |  murderer's cashmere cloak of protection (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Cun +1 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) Resistance +18% lightning Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) 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 |  Robe of Force (12 def, 28 armour) 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical When Hit 50 physical defense ------ Armor +28 Defense +12 (+3 eff.) Fatigue +1% Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 58.82 to 73.53 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
Inventory
|  wild infusion of the duelist (res 39%; magical; dur 4; cd 12) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. | 
|  Prismatic Rune (6 turns; acid, physical, light, lightning, nature, temporal) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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, 3 physical, 5 light, 3 lightning, 4 nature, 3 temporal 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 sneak (absorb 541; dur 4; cd 17) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 541 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  stormshield rune of the titan (threshold 12; blocks 5; dur 4; cd 15) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  teleportation rune of the psychic (range 81; cd 18) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  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: Alchemist's Helper 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: Armour Reinforcement 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. | 
|  2 schematic: Explosive Shell 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: Flash Powder 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. | 
|  2 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. | 
|  schematic: Galvanic Retributor 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: Grounding Strap 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: Headlamp 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: Magnetic Shell 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. | 
|  4 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: Razor Edge 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: Rocket Boots 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. | 
|  2 schematic: Rustproof Coating 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: Saw Shell 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: Second Skin 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: Spike Attachment 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. | 
|  2 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. | 
|  Ring of Growth 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Ring of Lost Love 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
|  solipsist's stralite ring of life 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Life +63.00 Life Regen +13.00 Healmod +14% Rings make your fingers look great! | 
|  Dourbolt (38-50 power, 9 apr) 1.0 Encumbrance T5 dagger 1H weapon [Rare] Arcane Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +30 cold On-Hit, radius 1 +22 cold On Hit: * 22% chance to reduce damage dealt by 22% While equipped: offense ------ Damage +12% lightning +9% cold +18% darkness On-Hit (Melee): * 22% chance to reduce damage dealt by 22% defense ------ Resistance +12% lightning +24% cold Sharp, short and deadly. | 
|  Hazeknave 4.0 Encumbrance T3 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +200% Ignore Shields +30% On-ranged-hit +11 fire While equipped: offense ------ Physical Crit +6.0% Damage +15% fire Ignore resists +25% cold Accuracy +25 (+5 eff.) defense ------ Resistance +15% cold Slings are used to hurl stones or metal shots at your foes. | 
|  Dayfury the dwarven-steel steamgun 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] 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 +32 fire Uses 2.0 Steam While equipped: Stats +9 Str +3 Con offense ------ Physical Power +9 (+3 eff.) Global Speed +7% Ignore resists +11% fire +10% light +9% all Accuracy +8 (+2 eff.) Ignore Armor +8 other ------- See Invisibility +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Glacia 4.0 Encumbrance T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Attack Speed 100% Damage Multiplier 130% Range +7 Projectile Speed +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: defense ------ Pierce Iceblocks +20% Strange coils encircle this extremely cold gun. | 
|  The Long-Arm 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. | 
|  penetrating stralite steamgun of piercing 4.0 Encumbrance T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +9% all +11% physical Accuracy +15 (+3 eff.) Ignore Armor +13 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Liquid Metal Cloak (20 def, 10 armour) 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+5 eff.) Resistance +15% physical Physical save +40 (+13 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.3 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 72 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. | 
|  kruk cloak (0 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. | 
|  The Calm (15 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning When Hit 0 physical defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. | 
|  Torurab (0 def, 10 armour) 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +6 Mag +6 Wil +2 Cun offense ------ Critical power +20.00% Ignore resists +15% physical defense ------ Armor +10 Resistance +2% physical +5% arcane +11% all other ------- Mana/turn +0.28 Psi/turn +0.25 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Vestments of the Conclave (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. | 
|  Frozenzephyr the pair of rough leather boots (0 def, 3 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Str offense ------ Ignore resists +15% cold defense ------ Armor +3 other ------- Infravision +1 See Invisibility +3 A pair of boots made of leather. | 
|  Prismminister (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +5 Str +5 Dex offense ------ Damage +15% acid Ignore resists +25% light +15% physical defense ------ Armor +3 Resistance +10% lightning +11% temporal other ------- Max stamina +30.00 A pair of boots made of leather. | 
|  pair of dwarven-steel boots 'Frigidspawn' (9 def, 4 armour) 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% cold defense ------ Armor +4 Defense +9 (+2 eff.) Fatigue +3% Resistance +16% lightning +7% temporal +12% cold +12% acid +8% fire Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  drakeskin leather gloves 'Hathychik' (20 def, 3 armour) 1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Critical power +20.00% Ignore resists +20% blight Accuracy +20 (+4 eff.) Ignore Armor +2 When Hit 6 physical defense ------ Armor +3 Defense +20 (+5 eff.) Life Regen +10.00 other ------- Stamina/turn +3.90 Max stamina +32.00 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. | 
|  scouring hardened leather gloves of butchering (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +7 (+2 eff.) Ignore Armor +6 When Hit: * 17 arcane resource burn defense ------ Armor +2 Resistance +7% blight Spell save +18 (+9 eff.) 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. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-5 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. | 
|  Lisyma (30 def, 7 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Dex +5 Wil offense ------ Physical Power +15 (+5 eff.) defense ------ Armor +7 Defense +30 (+7 eff.) Fatigue +3% Physical save +18 (+6 eff.) other ------- Infravision +3 A hat made of leather. Very stylish. | 
|  Visage of Nektosh (4 def, 8 armour) 3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
|  mindcaging drakeskin leather hat of the bounder (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Ego++] Master/Psionic While equipped: Stats +7 Str +7 Dex defense ------ Armor +5 Fatigue +5% Resistance +14% mind Mind save +21 (+9 eff.) Confus Resist +38% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 300.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. | 
|  Ereledomas the drakeskin leather armour (20 def, 8 armour) 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +11 Dex +6 Mag +9 Wil +3 Cun offense ------ Damage +15% arcane defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +8% mind +22% lightning Crit Resistance 15.00% Mind save +14 (+6 eff.) Life +42.00 other ------- See Invisibility +12 A suit of armour made of leather. | 
|  32 onyx 0.0 Encumbrance 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. | 
|  21 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. | 
|  38 lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  14 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. | 
|  8 sapphire 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  31 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  voratun pickaxe of wreckage (dig speed 18 turns) 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +7 Str offense ------ Ignore Armor +10 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  voratun pickaxe of wreckage (dig speed 18 turns) 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +8 Str offense ------ Ignore Armor +11 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
|  strange black disk (1) 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (2) 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  strange black disk (3) 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. | 
|  Rungof's Fang 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  36 emerald 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 jade 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 turquoise 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  dreamer's alchemist's lamp of corpselight 1.0 Encumbrance T3 lite [Ego++] Arcane/Psionic While equipped: offense ------ Spell Crit +4% Mind Crit +6% Spellpower +5 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Resistance +8% blight +7% darkness Mind save +7 (+4 eff.) other ------- Light +4 Infravision +4 See Invisibility +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 43 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  preserving alchemist's lamp of the zealot 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +7% blight +3% all Spell save +8 (+4 eff.) Life Regen +7.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Bladed Rift 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+4 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. | 
|  Prothotipe's Prismatic Eye 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  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. | 
|  12 bloodstone 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  12 fire opal 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  45 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. | 
|  10 ruby 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 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. | 
| amazing frost salve [power 23]amazing frost salve [power 23] 1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. | 
| amazing healing salve [power 333]amazing healing salve [power 333] 1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 333 Puts Talent Medical Injector on 15 turn cooldown Medical salve. | 
|  arcing pouch of stralite shots of corruption (20/20, 45-54 power, 5 apr) 3.0 Encumbrance T4 shot ammo [Ego+] Arcane Weapon Damage 45.0 - 54.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: 20% Curse of Defenselessness level 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Shots are used with slings to pummel your foes to death. | 
|  barbed pouch of dwarven-steel shots (17/17, 37-44 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 37.0 - 44.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +11.0% Capacity 17 On Critical: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. | 
|  barbed pouch of steel shots of crippling (25/25, 26-31 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +15.5% Capacity 25 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. | 
|  Stralite Sand Shredder 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. | 
|  dwarven steel spike attachment 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 30 physical defense ------ Armor +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! | 
|  good head lamp 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! | 
|  perfect winterchill edge 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! | 
|  steel spike attachment 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made explosive shell 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made poison groove 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made poison groove 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made saw shell 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! | 
|  22 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. | 
|  Lightbringer's Wand 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+7 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 56 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. | 
|  Burning Star 1.0 Encumbrance 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. | 
|  6 diamond 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  14 moonstone 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  7 pearl 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  42 quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  3 amber 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 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. | 
|  2 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. | 
|  3 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
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By JPP the Orc Gunslinger level 16
5th Revenge 124th year of Ascendancy at 08:29 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By JPP the Orc Gunslinger level 13
47th Retaking 124th year of Ascendancy at 00:01 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By JPP the Orc Gunslinger level 28
15th Dearth 124th year of Ascendancy at 18:00 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By JPP the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 03:25 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By JPP the Orc Gunslinger level 20
52nd Revenge 124th year of Ascendancy at 05:35 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By JPP the Orc Gunslinger level 30
18th Dearth 124th year of Ascendancy at 04:45 see stats
 Level 40
			Got a character to level 40.
			Level 40
			Got a character to level 40.By JPP the Orc Gunslinger level 40
1st Remembrance 125th year of Ascendancy at 21:35 see stats
 Level 50
			Got a character to level 50.
			Level 50
			Got a character to level 50.By JPP the Orc Gunslinger level 50
45th Remembrance 125th year of Ascendancy at 06:33 see stats
 No Steam, No Palace. No Palace, No Palace!
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.
			No Steam, No Palace. No Palace, No Palace!
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By JPP the Orc Gunslinger level 50
45th Remembrance 125th year of Ascendancy at 07:45 see stats
 One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
			One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By JPP the Orc Gunslinger level 50
45th Remembrance 125th year of Ascendancy at 07:45 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By JPP the Orc Gunslinger level 33
2nd Loss 124th year of Ascendancy at 16:07 see stats
 Size is everything
			Did over 1500 damage in one attack.
			Size is everything
			Did over 1500 damage in one attack.By JPP the Orc Gunslinger level 34
36th Loss 124th year of Ascendancy at 09:00 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By JPP the Orc Gunslinger level 25
48th Pain 124th year of Ascendancy at 09:08 see stats
 The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By JPP the Orc Gunslinger level 40
2nd Remembrance 125th year of Ascendancy at 14:23 see stats
 The bigger the better!
			Did over 3000 damage in one attack.
			The bigger the better!
			Did over 3000 damage in one attack.By JPP the Orc Gunslinger level 50
48th Remembrance 125th year of Ascendancy at 09:19 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By JPP the Orc Gunslinger level 37
37th Destruction 124th year of Ascendancy at 09:49 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By JPP the Orc Gunslinger level 19
52nd Revenge 124th year of Ascendancy at 00:14 see stats
 Unstoppable
			Returned from the dead.
			Unstoppable
			Returned from the dead.By JPP the Orc Gunslinger level 50
2nd Retaking 125th year of Ascendancy at 09:52 see stats
Log
JPP receives 177 healing from Reinforced hardened leather belt of recklessness .
JPP receives 684 healing.
JPP is no longer inspired.
Talent Sawfield is ready to use.
JPP is recovering from the damage!
Sher'Tul High Priest's Lucent Wrath hits Amakthel's Hand for 85 temporal, 21 light (106 total damage).
Sher'Tul High Priest's Lucent Wrath hits JPP for (38 flat reduction), 181 temporal, (38 flat reduction), 99 light (281 total damage).
Lava floor hits Sher'Tul High Priest for 12 fire damage.
Oozing tentacle's impeding nature area effect hits JPP for (17 flat reduction), 0 nature (0 total damage).
Sher'Tul High Priest casts Dust to Dust.
Lava floor hits Sher'Tul High Priest for 8 fire damage.
Sher'Tul High Priest hits Amakthel's Hand for 66 temporal, 33 temporal, 4 physical (103 total damage).
Sher'Tul High Priest hits JPP for (38 flat reduction), 132 temporal, (38 flat reduction), 47 temporal, (38 flat reduction), 10 physical (189 total damage).
Talent Vital Shot is ready to use.
Talent Static Shot is ready to use.
Lava floor hits Oozing tentacle for 14 fire damage.
Lava floor hits Spiked tentacle for 28 fire damage.
Sher'Tul High Priest casts Moonlight Ray.
Lava floor hits Sher'Tul High Priest for 7 fire damage.
Sher'Tul High Priest hits Amakthel's Hand for 58 temporal, 18 darkness (76 total damage).
Sher'Tul High Priest hits JPP for (38 flat reduction), 113 temporal, (38 flat reduction), 78 darkness (190 total damage).
JPP uses Dream Walk.
Sher'Tul High Priest casts Supernova.
Sher'Tul High Priest's spell attains critical power!
Lava floor hits Sher'Tul High Priest for 13 fire damage.
Sher'Tul High Priest hits JPP for (38 flat reduction), 505 temporal, (38 flat reduction), 378 darkness (883 total damage).
JPP the level 50 orc gunslinger was shadowed to death by Sher'Tul High Priest on level 5 of The Slumbering Caves.

























































