













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus! 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. 
 
 
 
 
 
 
 
 Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines 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: QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Online Character Sheet Talent Log 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. 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 1.6.0Plenum 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 | Female | 
| Race | Halfling | 
| Class | Psyshot | 
| Level / Exp | 50 / 1071% | 
| Size | small | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 79 (base 35) | 
| Dexterity | 114 (base 60) | 
| Constitution | 63 (base 10) | 
| Magic | 118 (base 23) | 
| Willpower | 111 (base 41) | 
| Cunning | 150 (base 60) | 
Resources
| Psi | 191/191 | 
| Life | 1492/1492 | 
| Steam | 100/100 | 
| Stamina | 560/560 | 
| Paradox | 300 | 
| Healing Factor | 1.894619213451 | 
| Regeneration | 102.78309232972 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 16.707720854852 | 
| Infravision | 15 | 
| See Stealth | 60 | 
| See Invisible | 53 | 
Offense: Mainhand
| Damage | 123 | 
| Accuracy | 93 | 
| Crit Chance | 115% | 
| APR | 55 | 
| Speed | 1.50 | 
Offense: Spell
| Spellpower | 105 | 
| Crit Chance | 61% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 102 | 
| Crit Chance | 78% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +84% | 
| Blight | +61% | 
| Physical | +105% | 
| Cold | +49% | 
| All | +25% | 
| Crit. mult. | +325% | 
| Darkness | +46% | 
| Light | +127% | 
| Temporal | +58% | 
| Mind | +95% | 
| Fire | +83% | 
| Nature | +86% | 
Offense: Damage Penetration
| Physical | +59% | 
| Light | +40% | 
| Temporal | +79% | 
| Fire | +50% | 
| Arcane | +25% | 
| Mind | +45% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 60 (38.594633868923%) | 
| Defense | 85 | 
| Ranged Defense | 85 | 
| Fatigue | 0 | 
| Physical Save | 60 | 
| Spell Save | 59 | 
| Mental Save | 64 | 
Defense: Resistances
| Acid | + 70%( 70%) | 
| Blight | + 70%( 70%) | 
| Physical | + 70%( 70%) | 
| Cold | + 64%( 70%) | 
| All | + 35%( 70%) | 
| Crit. shrug | +97% | 
| Lightning | + 70%( 70%) | 
| Light | + 40%( 70%) | 
| Temporal | + 38%( 70%) | 
| Mind | + 70%( 70%) | 
| Darkness | + 41%( 70%) | 
| Fire | + 70%( 70%) | 
| Nature | + 70%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 20% | 
| Poison Resistance | 100% | 
| Blind Resistance | 49% | 
| Silence Resistance | 58% | 
| Bleed Resistance | 10% | 
| Teleport Resistance | 100% | 
| Disarm Resistance | 100% | 
| Pinning Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 551.63 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 6 turns. While Heroism is active, you will only die when reaching -477 life. The duration and life will increase by 1% for every 1% life you have lost (currently 477 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% 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 Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.3 steam per turn. Can be activated for an instant burst of 106 steam. Its effects scale with your Willpower stat.  | 
Class Talents
| Steamtech / Psytech gunnery | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Psionic / Psionic fog | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
| Psionic / Action at a distance | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Mechstar | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Gestalt | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Thoughts of iron | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Steamtech / Engineering | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Chronomancy / Chronomancy | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 3/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Mobility | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Gestalt | 
| talent | Molten Iron Blood | 
| talent | Contingency | 
| talent | Trained Reactions | 
| beneficial effect | Steampower increased by 18. Gestalt | 
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo 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 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 UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride.  | active | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward.  | active | 
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter 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 | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur 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 | 
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong 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! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!.  | done | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe 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.  | active | 
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange 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 |  Gloombearer (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) * 22% chance to reduce damage dealt by 40% Damage when hit (Melee): 10 temporal Changes stats: +3 Cun Changes resistances penetration: +15% physical Changes damage: +27% mind Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Equilibrium when hit: +0.12 Maximum hate: +6.00 Mindpower: +30 (+5 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  barbed pouch of voratun shots of crippling (24/24, 123.0 damage (177% power), 1.2x range, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +27.0% Capacity: 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death.  | 
| Light source |  nightwalker's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes damage: +20% light Critical mult.: +12.00% Light radius: +9 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  voratun helm 'Vorybrelemira' (0 def, 11 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +3 Armour: +11 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +9 Cun / +6 Con Changes resistances penetration: +30% temporal Critical mult.: +52.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +120.00 Spellpower: +15 (+3 eff.) Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  Glitterweeper [power 434]  (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +6 Changes stats: +4 Mag / +6 Wil Changes resistances: +4% physical Changes resistances penetration: +15% physical Changes damage: +9% light Stamina each turn: +2.00 Maximum stamina: +30.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 109 lightning damage and will be dazed for 1 turn (546 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 90. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  voratun ring 'Kheliroddaneg'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Changes resistances: +6% acid / +34% fire / +16% mind Changes resistances penetration: +5% physical Changes damage: +16% mind / +17% fire Critical mult.: +10.00% Stun/Freeze immunity: +32% Life regen: +6.00 Rings make your fingers look great!  | 
| On fingers |  gold ring of the mountain (+14%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% physical Changes damage: +14% physical Rings make your fingers look great!  | 
| Around waist |  drakeskin leather belt 'Brightslice' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 6 mind Changes stats: +6 Dex / +3 Wil / +6 Cun Changes resistances penetration: +30% light / +25% mind / +20% arcane Critical mult.: +26.00% Mana when firing critical spell: +2.60 Spellpower: +35 (+6 eff.) Spell crit. chance: +10% Mental crit. chance: +15% A belt that goes around your waist.  | 
| In main hand |  The Long-Arm Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 On weapon hit: * flashes light on your target dealing 105 damage Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam When wielded/worn: Critical mult.: +15.00% Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10% Activation costs 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed.  | 
| On hands |  Steam Powered Gauntlets (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power!  | 
| Main armor |  Airwar (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Changes stats: +10 Mag / +5 Cun / +3 Con Changes resistances: +14% acid / +20% physical / +6% lightning / +30% blight / +20% cold / +20% fire / +15% all Changes resistances penetration: +14% temporal / +14% physical Changes damage: +25% acid / +27% temporal / +36% blight / +24% cold / +25% fire / +45% physical Talent cooldown: Refit Golem (-6 turns) Reduces incoming crit damage: 45.00% Maximum vim: +20.00 Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +30% lightning / +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Stun/Freeze immunity: +50% Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen.  | 
| Around neck |  Splendourwrecker the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +10 Dex / +3 Wil / +3 Cun Changes resistances: +5% physical Changes resistances penetration: +10% physical Changes damage: +9% light Light radius: +3 Amulets make your neck look great!  | 
Inventory
 medical injector implant (efficiency 84% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 84% efficiency and cooldown mod of 60%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 97% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 97% efficiency and cooldown mod of 55%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant (efficiency 106% / cooldown 56%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 106% efficiency and cooldown mod of 56%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the titan (efficiency 212% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 212% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 medical injector implant of the wizard (efficiency 207% / cooldown 92%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 207% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 7.5 steam per turn. Can be activated for an instant burst of 37 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions  | 
 movement infusion of the wizard (speed 775%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions  | 
 acid wave rune (damage 114; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 114.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions  | 
 biting gale rune (damage 213; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 213.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 teleportation rune (range 85; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 5 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 3 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 4 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 2 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Haloruifast the ArcriverInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +27% lightning / +20% fire / +14% cold Changes resistances penetration: +20% fire Changes damage: +15% nature Amulets make your neck look great!  | 
 steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 577 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 ElenedorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances: +12% light / +7% physical Talent mastery: +0.40 Steamtech / Mechstar Spell save: +6 (+1 eff.) Cut immunity: +22% Only die when reaching: -40.00 life Maximum life: +100.00 Amulets make your neck look great!  | 
 Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura.  | 
 Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+7 eff.) Mindpower: +40 (+7 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him."  | 
 vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Physical save: +8 (+2 eff.) Life regen: +4.00 Maximum life: +40.00 Amulets make your neck look great!  | 
 savage's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+2 eff.) Life regen: +7.00 Maximum life: +48.00 Maximum stamina: +15.00 Healing mod.: +12% Rings make your fingers look great!  | 
 sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 50 Damage (Melee): 10 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 50 Damage (Ranged): 12 physical Changes stats: +7 Cun / +5 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great!  | 
 solipsist's steel ring of frost (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +22% cold Changes damage: +11% cold Mindpower: +5 (+1 eff.) Rings make your fingers look great!  | 
 steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
 Boraredur the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +3% blight Changes resistances penetration: +10% mind Maximum encumbrance: +23 Disarm immunity: +20% Psi when hit: +0.16 Mindpower: +15 (+3 eff.) Healing mod.: +5% Rings make your fingers look great!  | 
 Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it.  | 
 titan's stralite ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +6 (+1 eff.) Rings make your fingers look great!  | 
 Blindbright the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 40% Changes stats: +10 Str / +7 Con Changes resistances: +9% acid / +2% physical Changes resistances penetration: +10% light Spell save: +20 (+5 eff.) Blindness immunity: +20% Disease immunity: +22% Stun/Freeze immunity: +20% Only die when reaching: -91.21 life Healing mod.: +22% Rings make your fingers look great!  | 
 Flashbender the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +15% lightning / +12% fire / +53% cold Changes damage: +18% acid / +16% cold / +15% fire Spell save: +9 (+2 eff.) Light radius: +3 Rings make your fingers look great!  | 
 GlimmerwillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 11 blight Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +18% light Stun/Freeze immunity: +40% Life regen: +8.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum hate: +11.05 Damage Shield penetration: +30% Rings make your fingers look great!  | 
 Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 338.80 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core.  | 
 Wheel of Fate =swift hands lol=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+5 eff.) Changes stats: +8 Cun / +12 Dex Changes resistances: +46% nature / +34% acid Changes damage: +26% nature / +17% acid Only die when reaching: -40.00 life Can be unequipped, can't be rerolled. It can be used to 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 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Spellpower: +10 (+2 eff.) Rings make your fingers look great!  | 
 marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +9 Dex Life regen: +20.00 Maximum life: +88.00 Healing mod.: +19% Rings make your fingers look great!  | 
 pixie's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Stun/Freeze immunity: +44% Life regen: +9.00 Spellpower: +15 (+3 eff.) Rings make your fingers look great!  | 
 pixie's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +28% acid / +28% fire / +30% cold / +26% lightning Spellpower: +15 (+3 eff.) Rings make your fingers look great!  | 
 savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +18% acid / +22% fire / +24% lightning / +19% cold Spell save: +19 (+5 eff.) Maximum stamina: +30.00 Rings make your fingers look great!  | 
 Morrigor (98.5 damage (161% power), 1.4x range, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 161% Range: 1.4x Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 74.34 arcane and 86.73 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+4 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.  | 
 mitotic thorny mindstar of disruption (54.2 damage (97% power), 1.1x range, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 80% * 9% chance to reduce armor by 51% * 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% Damage against: +17% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 throat-seeking drakeskin leather sling of true flightRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +17 nature When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +10.0% Changes resistances penetration: +15% nature Slings are used to hurl stones or metal shots at your foes.  | 
 Poltergeist's Annihilator Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * chills your foe dealing 36 damage and slowing them by one tenth of a turn * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive.  | 
 Karak the Hazefoe (20/20, 116.8 damage (168% power), 1.2x range, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 22% chance to reduce armor by 51% Damage (Ranged): +22 blight / +16 nature / +22 cold Damage (radius 1) on hit: +12 arcane / +22 cold Damage (radius 2) on crit: +22 arcane / +22 cold Shots are used with slings to pummel your foes to death.  | 
 Lisynn the pouch of voratun shots (18/18, 126.1 damage (181% power), 1.2x range, 11 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 181% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +13.0% Capacity: 18 On weapon hit: * 22% chance to reduce all saves and defense by 50 Travel speed: +228% Damage (Ranged): +32 lightning / +22 mind / +22 arcane Damage (radius 2) on crit: +13 lightning When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death.  | 
 Murkwild the pouch of voratun shots (20/20, 114.1 damage (165% power), 1.2x range, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Damage (Ranged): +20 acid / +20 light / +20 nature / +20 lightning Damage (radius 1) on hit: +16 light Damage (radius 2) on crit: +20 nature Shots are used with slings to pummel your foes to death.  | 
 Taintbiter the pouch of voratun shots (23/23, 116.4 damage (168% power), 1.2x range, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 26% chance to slow global speed by 80% * 26% chance to reduce all saves and defense by 50 Damage (Ranged): +26 blight Damage (radius 1) on hit: +26 mind / +20 fire Damage (radius 2) on crit: +26 nature / +26 light Shots are used with slings to pummel your foes to death.  | 
 Thundercrack (16/16, 98.6 damage (143% power), 1.2x range, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 143% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them!  | 
 deadly pouch of voratun shots (20/20, 126.5 damage (182% power), 1.2x range, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 182% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Shots are used with slings to pummel your foes to death.  | 
 hateful pouch of voratun shots of corruption (21/21, 113.3 damage (164% power), 1.2x range, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 When this weapon hits: Curse of Death (20% chance level 5). Damage (Ranged): +18 darkness Damage against: +15% Living Shots are used with slings to pummel your foes to death.  | 
 Galen's Flowing Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells!  | 
 drakeskin leather armour 'Drigodin' (53 def, 16 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +53 (+10 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +9% cold / +9% mind / +9% temporal Mental save: +25 (+7 eff.) Mana when firing critical spell: +2.21 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +8% Healing mod.: +22% A suit of armour made of leather.  | 
 Arcoozer the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +15 (+3 eff.) Changes stats: +2 Str Changes resistances penetration: +15% lightning Changes damage: +6% physical Critical mult.: +20.00% Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist.  | 
 FloekillerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Str / +15 Dex / +6 Mag / +4 Wil / +5 Cun / +6 Con Changes resistances: +6% arcane Changes resistances penetration: +33% arcane Changes damage: +15% cold Reduces incoming crit damage: 19.84% Mental crit. chance: +14% A belt that goes around your waist.  | 
 Lavastreaker the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Dex / +4 Con Changes resistances: +12% temporal / +9% fire Changes damage: +39% fire Critical mult.: +15.00% Mental save: +9 (+3 eff.) Mindpower: +39 (+7 eff.) Mental crit. chance: +10% A belt that goes around your waist.  | 
 drakeskin leather belt 'Galindur'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 41 Damage when hit (Melee): 11 mind / 11 blight Changes stats: +10 Mag / +16 Wil Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +5.61 Spell crit. chance: +6% Mindpower: +15 (+3 eff.) Mental crit. chance: +6% A belt that goes around your waist.  | 
 elven-silk cloak 'Amildil' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 11 mind Changes resistances penetration: +28% acid Spell save: +20 (+5 eff.) Maximum life: +54.00 Mindpower: +33 (+6 eff.) Healing mod.: +22% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power!  | 
 Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 259.92 fire damage and 208.79 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power.  | 
 Assassin's Surprise (0 def, 4 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 83% Damage (Melee): +10 crippling poison Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 62 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 186 addition nature damage over 3 turns (damage based on Cunning) Activation costs 12 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts.  | 
 Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins.  | 
 drakeskin leather hat 'Strikeglory' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 11 physical Changes stats: +9 Str / +16 Con Changes resistances: +15% lightning Only die when reaching: -60.00 life Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A hat made of leather. Very stylish.  | 
 Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them!  | 
 Siliba the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances penetration: +28% temporal / +10% physical Changes damage: +15% arcane Critical mult.: +15.00% Stamina each turn: +3.00 Mana each turn: +0.32 Mana when firing critical spell: +2.26 Maximum mana: +60.00 A cap made of leather.  | 
 drakeskin leather cap 'Ce'Nira' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 arcane Changes stats: +9 Str Changes resistances: +33% cold Reduces incoming crit damage: 16.57% Physical save: +9 (+2 eff.) Mental save: +6 (+2 eff.) Cut immunity: +20% Only die when reaching: -40.00 life Maximum life: +110.45 Healing mod.: +22% A cap made of leather.  | 
 Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power!  | 
 112 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 19 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 30 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 22 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 106 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 101 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 102 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 24 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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.  | 
 114 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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.  | 
 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 222 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
 dwarven lantern 'Gowen'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Physical crit. chance: +9.1% Armour: +6 Damage when hit (Melee): 29 fire Changes resistances: +17% mind / +10% fire Changes resistances penetration: +15% mind Vim when firing critical spell: +2.28 Spellpower on spell critical (stacks up to 3 times): +11 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
 Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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.  | 
 voratun back supportPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Fatigue: -20% Maximum encumbrance: +50 Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power!  | 
 Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Unique] Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power!  | 
amazing fiery salve [power 27] amazing fiery salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 120% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing frost salve [power 27] amazing frost salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 120% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
amazing healing salve [power 399] amazing healing salve [power 399]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 120% efficiency and 95% cooldown modifier. It can be used to heal 399 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
amazing pain suppressor salve [power 349] amazing pain suppressor salve [power 349]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 120% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -349 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
amazing water salve [power 27] amazing water salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 120% efficiency and 95% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (27% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 iron pickaxe of wreckage (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 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.  | 
 Glowstrider (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +3 Str Changes resistances: +21% blight Changes resistances penetration: +15% mind Critical mult.: +5.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Maximum mana: +80.00 Maximum stamina: +20.00 Maximum psi: +30.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 1.8 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 241/400. 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.  | 
 evasive dwarven-steel torque of mindblast [power 200]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 390 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 extending voratun torque of psionic shield [power 145]  (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 145 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers.  | 
 voratun torque of gale force 'Satyrmalice' [power 475]  (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +5% arcane / +22% nature Changes resistances penetration: +20% nature Changes damage: +18% nature Critical mult.: +22.27% Maximum psi: +30.00 Mental crit. chance: +5% It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 973 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 focusing elven-wood totem of thorny skin [power 60]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 60 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
 overpowered dragonbone totem of healing [power 920]  (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 920 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride.  Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again.  By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns.  You know that this will not last forever.  You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless...  You just killed a god and gave your people the first chance to relax in thousands of years.  It's been a pretty good day.
You may continue playing and enjoy the rest of the world.  Your soldiers may want to speak with you outside...
Achievements
			A Fistful of Gold (Insane (Roguelike) difficulty)
			Buy an item from an AAA.By joke about the campaign being shorter the Halfling Psyshot level 16
26th Retaking 124th year of Ascendancy at 21:59 see stats
			Across the Narrow Sea (Insane (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By joke about the campaign being shorter the Halfling Psyshot level 14
23rd Retaking 124th year of Ascendancy at 20:49 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By joke about the campaign being shorter the Halfling Psyshot level 50
27th Pain 124th year of Ascendancy at 23:16 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By joke about the campaign being shorter the Halfling Psyshot level 29
25th Revenge 124th year of Ascendancy at 19:55 see stats
			Fear me not! (Insane (Roguelike) difficulty)
			Survived the Fearscape!By joke about the campaign being shorter the Halfling Psyshot level 43
7th Pain 124th year of Ascendancy at 10:33 see stats
			Imp'ing Away (Insane (Roguelike) difficulty)
			You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By joke about the campaign being shorter the Halfling Psyshot level 50
32nd Pain 124th year of Ascendancy at 11:37 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By joke about the campaign being shorter the Halfling Psyshot level 10
18th Retaking 124th year of Ascendancy at 16:04 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By joke about the campaign being shorter the Halfling Psyshot level 20
36th Retaking 124th year of Ascendancy at 04:41 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By joke about the campaign being shorter the Halfling Psyshot level 30
26th Revenge 124th year of Ascendancy at 02:36 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By joke about the campaign being shorter the Halfling Psyshot level 40
47th Revenge 124th year of Ascendancy at 01:09 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By joke about the campaign being shorter the Halfling Psyshot level 50
24th Pain 124th year of Ascendancy at 19:09 see stats
			No Steam, No Palace. No Palace, No Palace! (Insane (Roguelike) difficulty)
			Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By joke about the campaign being shorter the Halfling Psyshot level 50
27th Pain 124th year of Ascendancy at 22:11 see stats
			One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By joke about the campaign being shorter the Halfling Psyshot level 50
27th Pain 124th year of Ascendancy at 22:11 see stats
			Overpowered! (Insane (Roguelike) difficulty)
			Did over 6000 damage in one attack.By joke about the campaign being shorter the Halfling Psyshot level 50
28th Pain 124th year of Ascendancy at 11:09 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By joke about the campaign being shorter the Halfling Psyshot level 48
22nd Pain 124th year of Ascendancy at 23:40 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By joke about the campaign being shorter the Halfling Psyshot level 35
34th Revenge 124th year of Ascendancy at 01:16 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By joke about the campaign being shorter the Halfling Psyshot level 16
26th Retaking 124th year of Ascendancy at 16:13 see stats
			The Dead God Rests (Insane (Roguelike) difficulty)
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By joke about the campaign being shorter the Halfling Psyshot level 50
32nd Pain 124th year of Ascendancy at 03:11 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By joke about the campaign being shorter the Halfling Psyshot level 48
23rd Pain 124th year of Ascendancy at 01:38 see stats
			This will make a big Omelette! (Insane (Roguelike) difficulty)
			Collected 40 ritch eggs in the Ritch Hive.By joke about the campaign being shorter the Halfling Psyshot level 24
49th Retaking 124th year of Ascendancy at 21:02 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By joke about the campaign being shorter the Halfling Psyshot level 22
45th Retaking 124th year of Ascendancy at 12:05 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By joke about the campaign being shorter the Halfling Psyshot level 21
42nd Retaking 124th year of Ascendancy at 00:51 see stats
Log
Joke about the campaign being shorter is no longer ready to dig.
Space around you starts to dissolve...
Resting starts...
Rested for 41 turns (stop reason: chat started).
You gain 25.00 gold from the melting of Unlightsquall.
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Betherin the Duathelradiance (0 def, 5 armour).
You gain 4.88 gold from the melting of reinforced drakeskin leather belt.
You collect a new ingredient: lump of stralite (1).
You gain 9.29 gold from the melting of fearforged stralite mail armour of implacability (4 def, 17 armour).
You collect a new ingredient: lump of dwarven steel (1).
You gain 4.19 gold from the melting of wrathful dwarven-steel shield of cold resistance (+11%) (0 def, 6 armour, 94.2 damage (135% power), 1.4x range, 74.5 block).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Ce'Norida the Snowquick (76.3 damage (150% power), 1.4x range, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 4.80 gold from the melting of voratun longsword of crippling (78.0 damage (153% power), 1.4x range, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 17.66 gold from the melting of warbringer's voratun greatmaul of evisceration (101.0 damage (181% power), 1.5x range, 4 apr).
You gain 9.25 gold from the melting of blighted dragonbone magestaff of power (75.0 damage (136% power), 1.2x range, 6 apr, fire element).
You gain 25.00 gold from the melting of Elenyruisus the Flashdeath (83.4 damage (151% power), 1.2x range, 6 apr, arcane element).
There is a Entrance to the Palace of Fumes here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Personal New Achievement: Imp'ing Away (Insane (Roguelike) difficulty)!
A psionic shield forms around joke about the campaign being shorter.
=====================
 Damage dealt
=====================
3,380,614 physical
332,779 acid
243,711 fire
153,360 mind
57,672 cold
43,798 light
11,742 temporal
10,118 darkness
4,110 nature
560 lightning
179 arcane
=====================
 Damage taken
=====================
79,829 physical
20,237 fire
18,210 darkness
10,824 light
10,519 blight
9,558 cold
9,345 nature
7,992 lightning
4,928 acid
4,691 temporal
1,551 mind
810 arcane













































































































































