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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Insane Exploration |
Sex | Male |
Race | Kruk Yeti |
Class | Alchemist |
Level / Exp | 45 / 20% |
Size | medium |
Lifes / Deaths | Killed by steam giant guard at level 1 on the 10th Retaking 124th year of Ascendancy at 14:23 / 33Killed by Ssmo the human at level 13 on the 5th Pain 124th year of Ascendancy at 00:56 Killed by golem (servant of Alchemical Snowman) at level 14 on the 10th Pain 124th year of Ascendancy at 20:29 Killed by troll guard at level 14 on the 12nd Pain 124th year of Ascendancy at 16:46 Killed by High Sun Paladin Aeryn at level 17 on the 47th Pain 124th year of Ascendancy at 16:43 Killed by High Sun Paladin Aeryn at level 17 on the 47th Pain 124th year of Ascendancy at 20:50 Killed by High Sun Paladin Aeryn at level 23 on the 5th Dearth 124th year of Ascendancy at 00:29 Killed by High Sun Paladin Aeryn at level 23 on the 5th Dearth 124th year of Ascendancy at 02:29 Killed by High Sun Paladin Aeryn at level 23 on the 5th Dearth 124th year of Ascendancy at 05:10 Killed by Polesenor the halfling pyremaster at level 29 on the 8th Dearth 124th year of Ascendancy at 05:03 Killed by High Sun Paladin Aeryn at level 31 on the 9th Dearth 124th year of Ascendancy at 07:54 Killed by Poloriamira the treant at level 32 on the 11st Dearth 124th year of Ascendancy at 15:15 Killed by Usorhi the shalore at level 33 on the 12nd Dearth 124th year of Ascendancy at 09:33 Killed by Usorhi the shalore at level 33 on the 12nd Dearth 124th year of Ascendancy at 10:55 Killed by Azilasharon the shalore at level 33 on the 12nd Dearth 124th year of Ascendancy at 12:20 Killed by Azilasharon the shalore at level 33 on the 12nd Dearth 124th year of Ascendancy at 13:40 Killed by Silosenn the mecharachnid warrior at level 39 on the 31st Dearth 124th year of Ascendancy at 20:57 Killed by Isama the mecharachnid flame thrower at level 39 on the 32nd Dearth 124th year of Ascendancy at 17:49 Killed by Adiwe the mecharachnid warrior at level 40 on the 33rd Dearth 124th year of Ascendancy at 04:49 Killed by Council Member Tormak at level 41 on the 33rd Dearth 124th year of Ascendancy at 09:46 Killed by Council Member Tormak at level 42 on the 33rd Dearth 124th year of Ascendancy at 11:18 Killed by Council Member Tormak at level 42 on the 33rd Dearth 124th year of Ascendancy at 13:00 Killed by Emeluyana the maelstrom at level 43 on the 34th Dearth 124th year of Ascendancy at 03:41 Killed by Arynne the bloated horror at level 44 on the 35th Dearth 124th year of Ascendancy at 01:43 Killed by Sher'Tul High Priest at level 45 on the 35th Dearth 124th year of Ascendancy at 21:04 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 01:46 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 05:18 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 07:51 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 10:37 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 14:16 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 16:10 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 17:38 Killed by Sher'Tul High Priest at level 45 on the 36th Dearth 124th year of Ascendancy at 19:30 |
Primary Stats
Strength | 63 (base 10) |
Dexterity | 46 (base 13) |
Constitution | 69 (base 50) |
Magic | 84 (base 60) |
Willpower | 35 (base 11) |
Cunning | 86 (base 60) |
Resources
Life | 1606/1606 |
Mana | 342/342 |
Steam | 0/115 |
Vim | 276/276 |
Healing Factor | 1.602721986691 |
Regeneration | 37.263286190566 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Stealth | 10 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 100 |
Accuracy | 43 |
Crit Chance | 46% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 43 |
Crit Chance | 42% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +51% |
Light | +39% |
Cold | +55% |
Fire | +72% |
All | +10% |
Offense: Damage Penetration
Blight | +20% |
Acid | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 81.723073231957 (96.438666929426%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 24 |
Physical Save | 59 |
Spell Save | 46 |
Mental Save | 53 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 35%( 70%) |
Physical | + 57%( 70%) |
Cold | + 49%( 70%) |
All | + 22%( 70%) |
Lightning | + 70%( 70%) |
Light | + 36%( 70%) |
Fire | + 70%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Poison Resistance | 15% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 20% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 54%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. |
Class Talents
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame Infusion |
talent | Chant of Fortitude |
talent | Ice Core |
talent | Premonition |
talent | Steam Powered Armour |
talent | Body of Fire |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without 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. | 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. 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God 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! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith 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 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 |
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 | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +125% Knockbk- +25% Teleport- +100% Generate 7 steam each time you walk. Boots. But with steam power! This item has been sent to the Item's Vault. |
Quiver | ![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid +29% light ----- def ----- Defense +20 (+5 eff.) Crit.chn- 15.00% Die.at -80.00 life Max.HP +54.00 Disarm- +20% Stun/Frz- +20% ---------- misc Light +9 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +100% A Helmet. But with steam power! This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +200% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! This item has been sent to the Item's Vault. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +10 Str +2 Mag +7 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Res.pen +20% acid Acc +30 (+10 eff.) ----- def ----- Fatigue -6% Resists +1% physical Phys.save +3 (+1 eff.) ---------- misc Max.mana +34.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +20% blight Melee Ret 6 fire ----- def ----- Resists +17% blight +6% fire +10% nature Max.HP +57.00 HP.reg +19.00 Heal.mod +13% Poison- +15% Disease- +19% Stun/Frz- +98% Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. This item has been sent to the Item's Vault. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +4 Dex dps ---------- Spell.crit +19% Crit.mult +19.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% cold ----- def ----- Resists +12% acid ---------- misc Mana/turn +5.40 Max.mana +100.00 Light +2 See.Invis +9 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil ----- def ----- Mind.save +7 (+3 eff.) Max.HP +49.00 ---------- misc Mana/turn +0.21 Max.mana +25.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | ![]() 5.0 staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% ---------- misc Mana/turn +5.00 Max.mana +50.00 On Spell Hit: 25% Lightning 5 The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +4 ----- def ----- Defense +38 (+9 eff.) Resists +30% lightning +15% fire +18% light Stealth +10 Die.at -40.00 life HP.reg +4.00 Heal.mod +10% Cut- +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Main armor | ![]() 22.0 T5 massive armor Reqs Massive armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +19 Str +16 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Phys.pwr +22 (+6 eff.) Steampwr +22 (+6 eff.) ----- def ----- Armour +25 Defense +23 (+6 eff.) Fatigue +12% Resists +25% lightning Phys.save +55 (+14 eff.) Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (155). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. This item has been sent to the Item's Vault. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con +9 Wil dps ---------- Dmg.mod +6% light +3% nature Res.pen +15% light Melee Ret 6 light ----- def ----- Resists +9% light Phys.save +10 (+3 eff.) Max.HP +58.00 HP.reg +8.00 Heal.mod +23% Cut- +80% Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 284 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% acid +40% temporal Res.pen +33% mind On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) * 26% chance to reduce armor by 37% ----- def ----- Armour +8 Defense +10 (+2 eff.) Resists +20% mind +20% temporal Res.Cap +7% all Phys.save +27 (+7 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% acid +27% cold +21% nature Res.pen +15% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +32% acid +6% temporal +20% nature Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 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" |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% acid ---------- misc Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +5% Crit.mult +23.00% Spell.pwr +29 (+8 eff.) Melee+ 30 fire Dmg.mod +9% blight +30% physical +6% arcane Res.pen +15% physical +25% temporal ----- def ----- Defense +5 (+1 eff.) Resists +3% nature ---------- misc See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +17 Wil +12 Cun dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +11 (+3 eff.) Spell.pwr +21 (+6 eff.) S.pwr/crit +7 Dmg.mod +30% temporal Acc +14 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Master Power 45.5 - 68.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +26 (+9 eff.) Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +10% all Acc +20 (+7 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 4.5 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +3 Mag +13 Wil +12 Con dps ---------- Res.pen +10% blight +15% physical Acc +23 (+8 eff.) Apr +13 ----- def ----- Spell.save +18 (+6 eff.) Max.HP +76.00 ---------- misc Max.mana +40.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Disrupt/Master Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +14.0% Crit.mult +28.00% Apr +15 Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 temporal +16 nature On Crit.r2 +8 temporal On Hit: * 20% chance to slow global speed by 52% While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +6 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 15 lightning Dmg.mod +17% lightning Res.pen +15% lightning ----- def ----- Resists +13% lightning +15% nature +12% acid ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit: * Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 17 cold Dmg.mod +20% cold Res.pen +16% cold ----- def ----- Armour +20 Resists +20% cold ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 40.0 - 60.0 Occult Uses 100% Mag Acc+ +0.2% crit chance (max 25%) Apr +45 Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.spd +10% ----- def ----- Fatigue +15% Spell.save +10 (+3 eff.) Silence- +40% ---------- misc Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Phasing +40% Uses 1.0 Steam While equipped: Stats +7 Dex dps ---------- Melee+ 35 cold Dmg.mod +21% acid +18% physical Melee Ret 19 ice ----- def ----- Armour +26 Defense +10 (+2 eff.) Fatigue +12% Resists +18% acid +15% light ---------- misc Psi/ret +0.36 Talents +3 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! |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +18 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +18% cold Acc +15 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +15 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% nature +13% all Acc +10 (+4 eff.) Apr +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 fire On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +7 Mag dps ---------- Crit.mult +20.00% Dmg.mod +10% temporal +22% fire +15% physical Res.pen +9% temporal +13% physical ----- def ----- Defense +10 (+2 eff.) Resists +12% cold +6% arcane +9% light Spell.save +6 (+2 eff.) ---------- misc Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) Dmg.mod +22% nature ----- def ----- Resists +33% nature +11% all Mind.save +22 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +8.0% Melee+ 10 darkness Ranged+ 10 darkness Dmg.mod +6% darkness Apr +16 ----- def ----- Armour +8 Defense +33 (+8 eff.) Fatigue +8% Resists +3% acid +10% physical +30% darkness +6% cold +34% temporal Crit.chn- 15.00% Phys.save +25 (+7 eff.) Spell.save +3 (+1 eff.) Stun/Frz- +20% Knockbk- +26% Def/telep +30 Res/telep +20% Dur/telep +27% ---------- misc Stam/turn +1.20 Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature While equipped: Stats +6 Wil ----- def ----- Armour +11 Defense +20 (+5 eff.) Fatigue +8% Resists +30% blight +15% cold +30% darkness +11% acid ---------- misc Light +2 Breathe water A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Max.HP +39.00 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% Resists +5% physical Phys.save +11 (+3 eff.) A suit of armour made of mail. |
![]() 2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +36% acid +21% light Res.pen +33% light Melee Ret 12 acid On Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +18% temporal Max.HP +47.00 ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 22% chance to reduce all saves and defense by 25 ----- def ----- Armour +11 Defense +36 (+9 eff.) Resists +9% blight +15% temporal +6% arcane +25% cold Crit.chn- 16.70% Mind.save +18 (+6 eff.) Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Wil +6 Mag dps ---------- Spell.crit +2% ----- def ----- Armour +3 ---------- misc Mana/turn +0.29 Max.mana +32.00 Spell.cld 10% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +9% acid Res.pen +29% lightning +29% mind Melee Ret 11 acid On Hit (Melee): * 23% chance to reduce all saves and defense by 25 ----- def ----- Armour +5 Fatigue +4% Resists +21% lightning HP.reg +11.00 Heal.mod +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +5 Dex +3 Cun dps ---------- Phys.crit +16.0% Spell.crit +15% Mind.crit +6% Crit.mult +11.00% ----- def ----- Armour +3 Phys.save +12 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 31.0 - 34.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +20.0% Atk.spd 100% On Hit: 10% Set Up 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +39 (+13 eff.) Dmg.mod +12% acid +21% nature +27% mind ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold ---------- misc Psi/ret +0.08 Hate/m.crit +6.58 Max.hate +13.15 A hat made of leather. Very stylish. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Res.pen +25% temporal Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% temporal Blind- +38% Confus- +19% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +9 See.Stealth +15 See.Invis +17 Track: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 bomb tinker [Plot Item] Steamtech 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. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fiery salve [power 38] amazing fiery salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 53% cooldown modifier. Remove 3 magical effects and grants a fiery aura (38% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 38] amazing frost salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 53% cooldown modifier. Remove 3 physical effects and grants a frost aura (38% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing healing salve [power 550] amazing healing salve [power 550]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 53% cooldown modifier. Heal 550 Puts Talent Medical Injector on 15 cooldown Medical salve. This item has been sent to the Item's Vault. |
amazing pain suppressor salve [power 481] amazing pain suppressor salve [power 481]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 53% cooldown modifier. Let you fight up to -481 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing unstoppable force salve [power 153] amazing unstoppable force salve [power 153]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 53% cooldown modifier. Increases all saves by 153 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
amazing water salve [power 38] amazing water salve [power 38]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 53% cooldown modifier. Remove 3 mental effects and grants a water aura (38% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. This item has been sent to the Item's Vault. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. This item has been sent to the Item's Vault. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +9 Str +3 Wil dps ---------- Phys.crit +10.0% Mind.crit +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. This item has been sent to the Item's Vault. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 134% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. This item has been sent to the Item's Vault. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 804.28 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. This item has been sent to the Item's Vault. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +27% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 25 * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 924 Base Damage: 393 Armor: 24 All Resist: 30 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.pwr +30 (+10 eff.) Apr +5 ----- def ----- Resists +3% physical Mind.save +18 (+6 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (352 total damage) Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Achievements
By Alchemical Snowman the Kruk Yeti Alchemist level 2
10th Retaking 124th year of Ascendancy at 23:29 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 12
42nd Retaking 124th year of Ascendancy at 10:23 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 43
34th Dearth 124th year of Ascendancy at 00:36 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 43
34th Dearth 124th year of Ascendancy at 10:35 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 10
16th Retaking 124th year of Ascendancy at 22:59 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 20
51st Pain 124th year of Ascendancy at 12:37 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 30
8th Dearth 124th year of Ascendancy at 08:01 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 40
32nd Dearth 124th year of Ascendancy at 19:13 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 32
9th Dearth 124th year of Ascendancy at 16:38 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 26
6th Dearth 124th year of Ascendancy at 12:00 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 24
5th Dearth 124th year of Ascendancy at 22:23 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 31
9th Dearth 124th year of Ascendancy at 13:48 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 36
26th Dearth 124th year of Ascendancy at 12:07 see stats
By Alchemical Snowman the Kruk Yeti Alchemist level 15
15th Pain 124th year of Ascendancy at 09:07 see stats
Log
Sher'Tul High Priest killed Alchemical Snowman!
Saving game...
Resting starts...
Talent Throw Bomb is ready to use.
Talent Healing Inversion is ready to use.
Talent Steam Powered Armour is ready to use.
Alchemical Snowman activates Steam Powered Armour.
Talent Chant of Fortitude is ready to use.
Talent Rune: Reflection Shield is ready to use.
Alchemical Snowman activates Chant of Fortitude.
Talent Vitality is ready to use.
Talent Rune: Blink is ready to use.
Talent Dissolving Acid is ready to use.
Talent Rune: Blink is ready to use.
Talent Fire Storm is ready to use.
Talent Flash Freeze is ready to use.
Talent Premonition is ready to use.
Talent Flame Infusion is ready to use.
Alchemical Snowman activates Premonition.
Alchemical Snowman activates Flame Infusion.
Talent Ice Core is ready to use.
Talent Body of Fire is ready to use.
Alchemical Snowman activates Ice Core.
Alchemical Snowman activates Body of Fire.
Alchemical Snowman turns into pure flame!
Rested for 42 turns (stop reason: all resources and life at maximum).
Saving done.
You are sent back to the material plane!
The raging fire around Alchemical Snowman calms down and disappears.