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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! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. 
 
 
 
 
 
 
 
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
 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:
 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Orc | 
| Class | Sawbutcher | 
| Level / Exp | 22 / 12% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emobrenne the ritch hunter at level 22 on the 23rd Pain 124th year of Ascendancy at 14:45/ 1 | 
Primary Stats
| Strength | 56 (base 50) | 
| Dexterity | 19 (base 10) | 
| Constitution | 23 (base 11) | 
| Magic | 18 (base 10) | 
| Willpower | 26 (base 10) | 
| Cunning | 54 (base 41) | 
Resources
| Life | -325/694 | 
| Steam | 28/100 | 
| Healing Factor | 1.320326478392 | 
| Regeneration | 24.950836934565 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 16 | 
Offense: Mainhand
| Damage | 87 | 
| Accuracy | 48 | 
| Crit Chance | 19% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 35 | 
| Accuracy | 48 | 
| Crit Chance | 17% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 22 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 17% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +5% | 
| Mind | +26% | 
| Light | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +17% | 
| All | +12% | 
Defense: Base
| Armour (hardiness) | 28 (30%) | 
| Defense | 31 | 
| Ranged Defense | 31 | 
| Fatigue | 20 | 
| Physical Save | 25 | 
| Spell Save | 15 | 
| Mental Save | 24 | 
Defense: Resistances
| Lightning | + 36%( 70%) | 
| Darkness | + 22%( 70%) | 
| Cold | + 23%( 70%) | 
| Blight | + 30%( 70%) | 
| Acid | + 21%( 70%) | 
| Mind | + 18%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Stun Resistance | 66% | 
| Confusion Resistance | 30% | 
| Poison Resistance | 40% | 
| Blind Resistance | 30% | 
| Disarm Resistance | 26% | 
| Bleed Resistance | 40% | 
| Teleport Resistance | 10% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 0% | 
Inscriptions (4/4)
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. | 
| Implants | Effective talent level: 1.0Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 58%. Its effects scale with your Willpower 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 115% efficiency and cooldown mod of 58%. | 
| Implants | Effective talent level: 1.0Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Cunning stat. | 
Class Talents
| Steamtech / Battlefield management | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| Steamtech / Furnace | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Sawmaiming | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Steamtech / Butchery | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Orc | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
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. | active | 
| 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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active | 
| 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. | active | 
| 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 | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis | active | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| 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. | active | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | 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 | 
| You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon.Yeti Reinforcements Wild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active | 
| 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 |  Shoes of Moving Quickly (10 def, 12 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% ---------- misc Talents +1 Rocket Boots You move 3 spaces at once. Accurately? Less so. | 
| Light source |  ethereal alchemist's lamp of focus 0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light Acc +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +10 A Dwarven helm embedded with a single diamond that can banish all underground shadows. | 
| On hands |  Isymille the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Melee+ 7 blight Dmg.mod +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +13% blight +9% acid Die.at -20.00 life HP.reg +7.00 Teleport- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.70 Max.stam +32.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  ash totem of healing [power 194]  (10/15 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Aerechik the Venomfurnace 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% mind Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 ----- def ----- Fatigue -6% Resists +6% mind ---------- misc Max.enc +31 Rings make your fingers look great! | 
| On fingers |  steel ring of perseverance 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! | 
| Around neck |  grounding steel amulet of cunning (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! | 
| In main hand |  stralite steamsaw of shearing (138% power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 138% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit: * splashes acid on your target dealing 42 damage and reducing their armor Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% all Acc +12 (+4 eff.) Apr +8 ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
| Around waist |  blurring rough leather belt of resilience 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 Max.HP +30.00 A belt that goes around your waist. | 
| In off hand |  balanced steel steamsaw of enduring (112% power, 0 apr) 3.0 T2 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: Stats +7 Con +9 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+5 eff.) Fatigue +6% Max.HP +38.00 Disarm- +26% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
| Cloak |  linen cloak of backstabbing (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +12.00% Acc +5 (+1 eff.) Apr +7 ----- def ----- Defense +1 (+1 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Relgelin the woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Resists +6% blight +12% cold +15% lightning +9% all Max.HP +52.00 HP.reg +6.30 Heal.mod +16% Poison- +40% Disease- +40% Cut- +40% Stun/Frz- +20% ---------- misc Max.stam +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  movement infusion of the duelist (speed 547%; cd 8) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. | 
|  schematic: Acid Groove 0.1 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. | 
|  arcing dwarven-steel dagger of massacre (129% power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 129% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Sharp, short and deadly. | 
|  shocking dwarven-steel shield of resistance (0 def, 6 armour, 77.5 block) 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +7% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Iron Mail of Bloodletting (2 def, 4 armour) =Con= 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
|  Flameobeisance (3 def, 14 armour) 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce armor by 23% ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +5% Resists +9% fire +6% light +6% cold Phys.save +7 (+4 eff.) A suit of armour made of mail. | 
|  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  Olynik the hardened leather belt =Stn/Frz= 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% mind ----- def ----- Resists +3% blight +9% fire +6% darkness Crit.chn- 10.00% Phys.save +18 (+9 eff.) Stun/Frz- +10% A belt that goes around your waist. | 
|  Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 47% (based on Cunning). Uses 50 power out of 32/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Brightrace (0 def, 3 armour) =Con= 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +2 Wil +5 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +16.00 A pair of boots made of leather. | 
|  Zanavon the Sleetlace (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +6 Dex +4 Con dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +9% cold ----- def ----- Armour +3 Resists +8% fire +8% cold ---------- misc Infravis +2 A pair of boots made of leather. | 
|  pair of dwarven-steel boots 'Phlegmwrither' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +3% cold Res.pen +25% nature +25% fire ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  stone warden's rough leather gloves (0 def, 6 armour) =Con= 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +6 Hardiness +5% Resists +5% physical 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) =Dmg= 1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Acc +6 (+2 eff.) Apr +8 On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Resists +7% blight Spell.save +17 (+11 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. | 
|  Haleruiroddagas the Nimbusreign (0 def, 4 armour) =Con= 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Cun +3 Con dps ---------- Dmg.mod +21% lightning Res.pen +10% mind +20% acid Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  2 agate 0.0 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. | 
|  spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.0 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. | 
|  zircon 0.0 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. | 
|  5 aquamarine 0.0 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. | 
|  6 opal 0.0 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. | 
|  4 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 amethyst 0.0 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. | 
|  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Automated Portable Extractor 0.0 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. | 
|  iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! | 
|  good flash powder 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! | 
| simple frost salve [power 11]simple frost salve [power 11] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. | 
| powerful healing salve [power 217]powerful healing salve [power 217] 1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 217 Puts Talent Medical Injector on 15 cooldown Medical salve. | 
|  iron pickaxe (dig speed 37 turns) 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Korbek's Spyglass 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. | 
|  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 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. | 
|  overpowered steel torque of mindblast [power 260]  (10/20 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 328 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Yeti's Muscle Tissue (Behemoth) 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  Yeti's Muscle Tissue (Patriarch) 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  Forbidden Tome: "The Illusory Castle" 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. | 
Achievements
 A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By Sythril the Orc Sawbutcher level 12
20th Retaking 124th year of Ascendancy at 06:37 see stats
 Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Sythril the Orc Sawbutcher level 14
22nd Retaking 124th year of Ascendancy at 23:40 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Sythril the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 02:25 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Sythril the Orc Sawbutcher level 20
45th Revenge 124th year of Ascendancy at 00:28 see stats
Log
Ritch larva shrieks.
Sythril receives 325 healing.
Sythril calms down.
Emobrenne the ritch hunter casts Flame.
Sythril is on fire!
Mayena the ritch larva uses Reclaim.
Sythril roars with rage shaking off 1 mental debuffs!
Emobrenne the ritch hunter hits Sythril for 0 fire damage.
Mayena the ritch larva hits Sythril for 96 acid, 118 nature (214 total damage).
Emobrenne the ritch hunter speeds up.
Emobrenne the ritch hunter's Beyond the Flesh hits Sythril for 103 physical, 9 darkness, 18 physical (131 total damage).
Bleeding from Sythril hits Emobrenne the ritch hunter for (19 to psi shield), 29 physical (29 total damage).
Mayena the ritch larva feeds his thorny mindstar with psychic energy from Sythril!
Mayena the ritch larva hits Sythril for 67 mind damage.
Sythril wears (replacing Eden's Guile (2 def, 1 armour) ): Shoes of Moving Quickly (10 def, 12 armour).
You detach iron rocket boots from your Eden's Guile (2 def, 1 armour).
You attach iron rocket boots to your Shoes of Moving Quickly (10 def, 12 armour) .
Talent Bloodstream is ready to use.
Talent Implant: Steam Generator is ready to use.
Burning from Emobrenne the ritch hunter hits Sythril for 14 fire damage.
Emobrenne the ritch hunter uses Thermal Strike.
Emobrenne the ritch hunter performs a melee critical strike against Sythril!
Sythril resists!
Emobrenne the ritch hunter hits Sythril for 215 cold, 0 physical, 78 cold (293 total damage).
Mayena the ritch larva performs a telekinetically enhanced leap!
Emobrenne the ritch hunter's Beyond the Flesh hits Sythril for 92 physical damage.
Bleeding from Sythril hits Emobrenne the ritch hunter for (19 to psi shield), 29 physical (29 total damage).
Sythril the level 22 orc sawbutcher was pierced to death by Emobrenne the ritch hunter on level 3 of Ritch Hive.















































