











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Demon Seed Details 1.4.6
 This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.6.0Official 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:
 Possessor Bonus Class 1.6.0Donators/Buyers bonus! Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Improved Auto-explore and Rest 1.6.0Quality 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. Embers of Rage 1.6.0Official 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:
 | 
| Campaign | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Whitehoof | 
| Class | Archmage | 
| Level / Exp | 36 / 20% | 
| Size | medium | 
| Lifes / Deaths | Killed by Technomance at level 19 on the 48th Retaking 124th year of Ascendancy at 08:125 / 2 Killed by Adorassra the sun-mage at level 32 on the 4th Dearth 124th year of Ascendancy at 19:23 | 
Primary Stats
| Strength | 25 (base 10) | 
| Dexterity | 12 (base 10) | 
| Constitution | 28 (base 21) | 
| Magic | 84 (base 60) | 
| Willpower | 54 (base 40) | 
| Cunning | 61 (base 36) | 
Resources
| Life | 965/965 | 
| Mana | 448/468 | 
| Steam | 100/100 | 
| Positive | 135/135 | 
| Healing Factor | 1.2763636363637 | 
| Regeneration | 24.570000000001 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +90% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 37 | 
| Accuracy | 6 | 
| Crit Chance | 19% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 59 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 44 | 
| Crit Chance | 21% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +27% | 
| Arcane | +33% | 
| Mind | +27% | 
| All | +12% | 
| Lightning | +21% | 
| Temporal | +21% | 
| Darkness | +37% | 
| Fire | +25% | 
| Nature | +27% | 
Offense: Damage Penetration
| Arcane | +10% | 
| Darkness | +25% | 
| Fire | +53% | 
| Temporal | +10% | 
Defense: Base
| Armour (hardiness) | 39 (60%) | 
| Defense | 35 | 
| Ranged Defense | 35 | 
| Fatigue | 6 | 
| Physical Save | 26 | 
| Spell Save | 41 | 
| Mental Save | 48 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Arcane | + 40%( 70%) | 
| Cold | + 37%( 70%) | 
| All | + 18%( 70%) | 
| Lightning | + 51%( 70%) | 
| Light | + 26%( 70%) | 
| Temporal | + 34%( 70%) | 
| Darkness | + 30%( 70%) | 
| Fire | + 36%( 70%) | 
| Nature | + 42%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 70% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 20% | 
| Pinning Resistance | 28% | 
| Stun Resistance | 68% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 21% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.3Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 4 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.3Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.3Implant: Medical Injector Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 76%. Its effects scale with your Strength stat. | 
| Runes | Effective talent level: 1.3Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 994% for 10 turns (72 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. | 
| Implants | Effective talent level: 1.3Implant: Steam Generator Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. | 
Class Talents
| Spell / Temporal | 1.60 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.60 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.60 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Spell / Phantasm | 1.60 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.60 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.60 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.60 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Spell / Wildfire | 1.60 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.60 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.60 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.60 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Whitehooves | 1.50 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Burning Wake | 
| talent | Arcane Power | 
| talent | Disruption Shield | 
| talent | Wildfire | 
| talent | Chant of Fortitude | 
| beneficial effect | You have 4 charges.Death Momentum | 
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done | 
| All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.Children of Garkul, Unite! To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done | 
| The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs.Hunter, Quarry If you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis For each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.Stargazers Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done | 
| The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!The Deconstruction of Falling Stars With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done | 
| 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 |  dreamer's pair of hardened leather boots of disengagement (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +3 Wil / +6 Cun Talent granted: +3 Rocket Boots Physical save: +5 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 103% 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. A pair of boots made of leather. | 
| Light source |  bright alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +42.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Visage of Nektosh (4 def, 8 armour) Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +12 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +12 (+4 eff.) Spellpower: +10 (+3 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. | 
| Tool |  dwarven-steel torque of gale force 'Drodukath' [power 160]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +2 Defense: +25 (+10 eff.) Changes resistances: +3% light Confusion immunity: +20% Only die when reaching: -60.00 life It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 179 damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  warrior's steel ring of arcana (+0.13/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +20% Mana each turn: +0.13 Rings can have magical properties. | 
| On fingers |  Wheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal / 2 cold Changes resistances: +13% acid / +9% temporal / +16% fire / +17% cold / +16% lightning Changes damage: +6% temporal Stun/Freeze immunity: +38% Life regen: +15.00 Maximum life: +66.00 Healing mod.: +14% Can be unequipped or 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? | 
| Around waist |  noble's hardened leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +6% acid / +6% fire / +7% lightning / +6% cold Damage against: +22% Summoned Reduced damage from: +15% Summoned Slows Projectiles: +20% A belt that goes around your waist. | 
| In main hand |  Zerogadir (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% temporal / +10% arcane / +25% darkness Changes damage: +25% darkness / +21% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  heroic drakeskin leather gloves of the starseeker (0 def, 7 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Changes stats: +1 Cun / +3 Mag Changes resistances: +7% light / +5% darkness Talent granted: +4 Project Saw Mental save: +5 (+2 eff.) Maximum life: +50.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.3 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 104.58 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
| Cloak |  cashmere cloak 'Nimbusdash' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal Changes stats: +3 Mag / +2 Wil Changes resistances: +5% arcane / +18% lightning Changes damage: +9% lightning / +3% temporal Stun/Freeze immunity: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  stabilizing steel amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% temporal Pinning immunity: +28% Knockback immunity: +21% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. | 
Inventory
|  steam generator implant (steam 6) 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 6.0 steam per turn. Can be activated for an instant burst of 30 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the duelist (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: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  steam generator implant of the duelist (steam 8) 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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  Mirror Image Rune (dur 6; cd 24) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. | 
|  acid wave rune of the wizard (damage 354; dur 4; cd 17) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 354.08 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 Magic stat. 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. | 
|  blink rune of the duelist (range 3; phase 11; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity stat. 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. | 
|  blink rune of the psychic (range 5; phase 16; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. 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. | 
|  ethereal rune of the titan (power 14; resist 22%; move 38%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 38% faster, and you are invisible (power 14). Its effects scale with your Constitution stat. 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. | 
|  shatter afflictions rune of the sneak (absorb 104; cd 20) 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. 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. | 
|  This item will automatically be transmogrified when you leave the level. schematic: Galvanic Retributor Requires: - 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. | 
|  Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+6 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. | 
|  Frostvein the stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +18% acid / +6% cold / +6% lightning Physical save: +15 (+8 eff.) Spell save: +18 (+6 eff.) Stun/Freeze immunity: +20% Maximum life: +40.00 Healing mod.: +20% Amulets can have magical properties. | 
|  steel amulet 'Lisurarin' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Cun Changes resistances: +12% light Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Cut immunity: +50% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.6 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 275 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. vitalizing stralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Physical save: +11 (+6 eff.) Blindness immunity: +10% Life regen: +5.00 Maximum life: +50.00 Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. | 
|  wanderer's gold amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +3 Cun / +5 Con Cut immunity: +40% Life regen: +3.00 Stamina each turn: +0.50 Movement speed: +10% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.3 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 214 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
|  wanderer's steel amulet of magic (+4) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Mag / +3 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. Ring of Lost Love Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" | 
|  pixie's stralite ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 15 light Changes stats: +4 Cun / +9 Mag Changes damage: +12% light Spellpower: +9 (+3 eff.) Rings can have magical properties. | 
|  savior's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. blazebringer's stralite greatmaul of persecution (53-79.5 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +30 fire Damage against: +23% Unnatural When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +20% fire Global speed: +6% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. caller's pulsing mindstar of gales (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +22 (+9 eff.) Changes resistances penetration: +2% acid / +4% fire / +5% cold / +4% physical Changes damage: +8% acid / +14% physical / +14% cold / +7% lightning / +9% fire Pinning immunity: +23% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +32 Max wilder summons: +1 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. | 
|  This item will automatically be transmogrified when you leave the level. throat-seeking reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +11 nature When wielded/worn: Changes resistances penetration: +9% nature Slings are used to hurl stones or metal shots at your foes. | 
|  cruel yew vilestaff of illumination (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 99.21 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  infernal elven-wood vilestaff of invocation (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +23 (+6 eff.) Spell crit. chance: +4% See invisible: +17 It can be used to conjure elemental energy in a radius 8 cone, dealing 42.10 to 50.52 darkness damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  lifebinding elven-wood magestaff (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Life regen: +1.50 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. lifebinding yew vilestaff of illumination (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +4 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Light radius: +4 Healing mod.: +17% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.2 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 135.12 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. surging elven-wood magestaff of might (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +17 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +2% all Changes resistances penetration: +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  This item will automatically be transmogrified when you leave the level. Lightransom (29-43.5 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 29.0 - 43.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +75 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 light Damage (radius 1) on hit: +4 fire Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +10.0% Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes resistances: +15% light Changes damage: +12% light / +18% fire Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  This item will automatically be transmogrified when you leave the level. windwalling stralite steamsaw of enduring (30.5-45.75 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.5 - 45.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +7 Con / +11 Wil Changes resistances: +17% physical Talent granted: +2 Block Maximum life: +31.00 Slows Projectiles: +17% Bonus block near projectiles: +12 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +0% lightning / +15% cold / +0% nature Physical save: +10 (+5 eff.) Stun/Freeze immunity: +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. | 
|  linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. Striketickler (0 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Mag Changes resistances: +18% lightning / +11% all Changes damage: +19% arcane Cut immunity: +20% Maximum life: +40.00 Maximum mana: +55.00 See invisible: +18 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  dreamer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +3 Wil Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 19 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 59 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. | 
|  This item will automatically be transmogrified when you leave the level. brawler's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +11 (+9 eff.) Armour: +3 Changes stats: +3 Str / +7 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  heroic hardened leather gloves of magic (+4) (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Mag Changes damage: +6% arcane Mental save: +8 (+3 eff.) Maximum life: +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  temporal iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+9 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 temporal Damage (Ranged): 5 temporal Changes stats: +3 Dex Changes resistances: +6% temporal Changes damage: +4% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Cap of the Undisturbed Mind (-10 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-5 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-3 eff.) Mindpower: -10 (-4 eff.) Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. | 
|  Ivomina the elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +12% nature / +13% physical / +13% darkness / +15% mind Changes damage: +12% physical / +13% darkness / +13% mind Physical save: +12 (+6 eff.) Mental save: +13 (+5 eff.) Disarm immunity: +10% Life regen: +2.00 Maximum hate: +7.00 Maximum psi: +26.00 Mindpower: +18 (+6 eff.) Mental crit. chance: +7% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. cashmere wizard hat of madness (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Wil Mental save: +12 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 150 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 24% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. hardened leather hat (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A hat made of leather. Very stylish. | 
|  thaloren hardened leather hat of constitution (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con / +5 Wil Changes resistances: +7% blight Mental save: +6 (+2 eff.) A hat made of leather. Very stylish. | 
|  enlightening cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Cun / +3 Wil Mental save: +11 (+4 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 Maximum life: +31.00 A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. enlightening reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +7 Cun / +5 Wil Changes resistances: +21% cold Mental save: +16 (+6 eff.) A suit of armour made of leather. | 
|  120 alchemist agate 0.00 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. | 
|  5 onyx 0.00 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. | 
|  36 aquamarine 0.00 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. | 
|  3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  28 opal 0.00 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. | 
|  30 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 emerald 0.00 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. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  watchleader's alchemist's lamp Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +23% Confusion immunity: +17% Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con 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 Mag / +5 Con 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. | 
|  Yeti's Muscle Tissue (Astral) Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
|  Automated Portable Extractor Powered 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. | 
|  4 garnet 0.00 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. | 
|  ruby 0.00 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. | 
|  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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
| great pain suppressor salve [power 353]great pain suppressor salve [power 353] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 160% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -353 life and reduces all damage by 21% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. | 
| powerful fiery salve [power 24]powerful fiery salve [power 24] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 160% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
| powerful healing salve [power 340]powerful healing salve [power 340] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 160% efficiency and 76% cooldown modifier. It can be used to heal 340 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. | 
| powerful water salve [power 24]powerful water salve [power 24] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 160% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. | 
|  Stralite Sand Shredder Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' 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. | 
|  crude focus lens Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 Tinkers can be attached to normal items to improve them with steam power! | 
|  well-made waterproof coating Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +15% nature / +15% cold Tinkers can be attached to normal items to improve them with steam power! | 
|  This item will automatically be transmogrified when you leave the level. Bleakriver the dwarven-steel torque of psionic shield [power 87] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes resistances: +6% darkness Changes damage: +24% nature / +6% darkness Mana when firing critical spell: +2.00 Spellpower: +15 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all damage taken by 87 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 54. Torques are made by powerful psionics to store psionic powers. | 
|  overpowered elm totem of healing [power 102]  (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 102 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. | 
|  36 amethyst 0.00 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. | 
|  diamond 0.00 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. | 
|  moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.00 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. | 
|  3 amber 0.00 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. | 
|  3 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 A Fistful of Gold
			Buy an item from an AAA.
			A Fistful of Gold
			Buy an item from an AAA.By Technomance the Whitehoof Archmage level 27
16th Revenge 124th year of Ascendancy at 21:18 see stats
 Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Technomance the Whitehoof Archmage level 11
27th Retaking 124th year of Ascendancy at 06:55 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Technomance the Whitehoof Archmage level 26
16th Revenge 124th year of Ascendancy at 07:48 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Technomance the Whitehoof Archmage level 10
16th Retaking 124th year of Ascendancy at 11:22 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Technomance the Whitehoof Archmage level 20
48th Retaking 124th year of Ascendancy at 13:00 see stats
 Level 30
			Got a character to level 30.
			Level 30
			Got a character to level 30.By Technomance the Whitehoof Archmage level 30
6th Pain 124th year of Ascendancy at 19:13 see stats
 Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Technomance the Whitehoof Archmage level 31
8th Pain 124th year of Ascendancy at 11:23 see stats
 Size matters
			Did over 600 damage in one attack.
			Size matters
			Did over 600 damage in one attack.By Technomance the Whitehoof Archmage level 24
6th Revenge 124th year of Ascendancy at 00:14 see stats
 The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Technomance the Whitehoof Archmage level 35
9th Dearth 124th year of Ascendancy at 14:20 see stats
 This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.
			This will make a big Omelette!
			Collected 40 ritch eggs in the Ritch Hive.By Technomance the Whitehoof Archmage level 16
47th Retaking 124th year of Ascendancy at 06:42 see stats
 Treasure Hoarder
			Amassed 3000 gold pieces.
			Treasure Hoarder
			Amassed 3000 gold pieces.By Technomance the Whitehoof Archmage level 34
7th Dearth 124th year of Ascendancy at 18:32 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Technomance the Whitehoof Archmage level 22
3rd Revenge 124th year of Ascendancy at 11:46 see stats
Log
Technomance starts to surge mana.
Technomance's cleansing fire area effect hits Technomance for 0 fire damage.
Technomance's cleansing fire area effect hits Technomance for 0 fire damage.
Talent Fireflash is ready to use.
Technomance is no longer surging arcane power.
Technomance stops surging mana.
Talent Rune: Manasurge is ready to use.
Talent Flameshock is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 39 turns (stop reason: at exit).
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained: 
  - Disruption Shield
 If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Technomance deactivates Burning Wake.
Technomance activates Burning Wake.
Technomance deactivates Arcane Power.
Technomance activates Arcane Power.
Technomance deactivates Wildfire.
Technomance activates Wildfire.
Technomance deactivates Chant of Fortitude.
Technomance activates Chant of Fortitude.
You are now inscribed with Implant: Steam Generator.
You have no more steam generator implant of the sneak (steam 9).
Technomance deactivates Wildfire.
Technomance deactivates Arcane Power.
Technomance deactivates Burning Wake.
Technomance deactivates Chant of Fortitude.
Technomance deactivates Disruption Shield.
































































