












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Ashes of Urh'Rok 1.5.0Official 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:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Better Item Description 1.5.10This 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 Embers of Rage 1.5.0Official 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:
Clock addon 1.0.0adds a timer, with energy calculations. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal. That something is you. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Alchemist |
Level / Exp | 45 / 28% |
Size | medium |
Lifes / Deaths | Killed by Iseriathra the snow giant thunderer at level 26 on the 42nd Steel 123rd year of Ascendancy at 16:34 6 / 1 |
Primary Stats
Strength | 84 (base 11) |
Dexterity | 78 (base 47) |
Constitution | 56 (base 21) |
Magic | 108 (base 64) |
Willpower | 54 (base 9) |
Cunning | 101 (base 64) |
Resources
Life | 1323/1323 |
Mana | 278/278 |
Steam | 99/100 |
Positive | 160/162 |
Healing Factor | 1.3053097345133 |
Regeneration | 1.1095132743363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 24 |
See Invisible | 31 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Offhand
Damage | 35 |
Accuracy | 50 |
Crit Chance | 37% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Acid | +69% |
Physical | +155% |
Cold | +42% |
All | +37% |
Darkness | +46% |
Temporal | +69% |
Mind | +52% |
Lightning | +43% |
Fire | +48% |
Nature | +52% |
Offense: Damage Penetration
Acid | +30% |
Lightning | +50% |
Mind | +15% |
Temporal | +43% |
Blight | +15% |
Physical | +111% |
Fire | +30% |
All | +10% |
Defense: Base
Armour (hardiness) | 93 (64.670658682635%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 17.851063829787 |
Physical Save | 45 |
Spell Save | 38 |
Mental Save | 68 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 27%( 70%) |
Physical | + 48%( 70%) |
Cold | + 31%( 70%) |
All | + 15%( 70%) |
Lightning | + 48%( 70%) |
Light | + 25%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 44%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Knockback Resistance | 100% |
Confusion Resistance | 30% |
Stun Resistance | 50% |
Pinning Resistance | 70% |
Poison Resistance | 0% |
Blind Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 333 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 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 148% efficiency and cooldown mod of 54%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 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 166% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 8 turns. While Heroism is active, you will only die when reaching -716 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Ice Core |
talent | Chant of Fortitude |
talent | Body of Fire |
beneficial effect | The target is surrounded by a magical shield, absorbing 154/154 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 875. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() 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. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +14 Wil dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +12% Crit.mult +16.00% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +15% temporal Res.pen +5% blight Phasing +30% Melee Ret 12 blight ----- def ----- Mind.save +27 (+7 eff.) ---------- misc Light +4 See.Stealth +24 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +16 Str +8 Dex +8 Wil +10 Cun dps ---------- Dmg.mod +12% acid Res.pen +20% acid On Hit (Melee): * 15% chance to blind * 30% chance to corrode armour by 30% ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +9% acid Mind.save +27 (+7 eff.) A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 Disarm- +100% ---------- misc Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.crit +7% Crit.mult +15.00% Dmg.mod +6% fire Res.pen +20% fire ----- def ----- Heal/summ +50 ---------- misc Wards +3 physical +3 mind +3 darkness Talents +1 Ward Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +6% all ----- def ----- Armour +18 Resists +12% light Max.HP +34.00 Blind- +30% Disarm- +38% Pinning- +33% Knockbk- +38% ---------- misc See.Invis +6 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 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? |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Crit.mult +6.00% Res.pen +25% lightning ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Max.HP +38.00 Disarm- +38% Pinning- +37% Knockbk- +36% ---------- misc Max.stam +10.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% acid +12% physical +5% fire +6% lightning +5% cold Res.pen +20% physical +10% temporal ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit.r1 +2 mind +4 temporal On Crit.r2 +2 temporal On Hit: 10% Shoot 1 On Hit: * 47% chance to cause random gloom * 19% chance to daze at end of turn * flashes light on your target dealing 101 damage While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +41% physical Res.pen +15% lightning +37% physical +5% mind ----- def ----- Resists +3% nature Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Res.pen +10% temporal Melee Ret 8 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +6% nature +15% temporal Phys.save +19 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +69 On Hit: * flashes light on your target dealing 102 damage Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +31% physical Res.pen +33% physical Acc +12 (+4 eff.) Apr +16 ----- def ----- Armour +9 Defense +8 (+3 eff.) Fatigue +10% Die.at -60.00 life ---------- misc Max.stam +10.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +6% acid +17% cold +36% lightning +6% blight Max.HP +40.00 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. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Str +13 Dex +25 Mag +17 Wil +10 Cun +10 Con dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +15% acid +17% temporal +9% darkness +19% physical +16% all Res.pen +13% temporal +11% physical ----- def ----- Defense +5 (+2 eff.) Anom.red +11 HP.reg +0.60 ---------- misc Mana/turn +0.16 Psi/turn +0.36 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -550 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -609 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 901% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 597 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 taint scroll [Plot Item] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Spell.crit +4% Crit.mult +15.00% Dmg.mod +6% blight +15% arcane ----- def ----- Heal.mod +15% Cut- +60% ---------- misc Max.mana +40.00 Light +2 Infravis +3 Heal: Puts all charms on 35 cooldown Level 2.0 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 282 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Mag +4 Wil +15 Con dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +5% lightning Phasing +20% On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +30% fire +20% cold Phys.save +12 (+4 eff.) Max.HP +80.00 HP.reg +2.70 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str +1 Wil dps ---------- Spell.crit +7% Crit.mult +0.00% Spell.pwr +23 (+6 eff.) Dmg.mod +25% acid ----- def ----- Armour +10 Defense +6 (+2 eff.) Crit.dmg- 10.00% ---------- misc Light +3 Wards +3 acid Talents +2 Ward +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 118.86 to 142.64 acid damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +19 (+5 eff.) Dmg.mod +37% darkness ----- def ----- Phys.save +7 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +0 Str +4 Dex +8 Mag +11 Wil +4 Cun +0 Con dps ---------- Mind.crit +1% Spell.pwr +51 (+13 eff.) Mind.pwr +2 (+1 eff.) S.pwr/crit +13 Dmg.mod +17% all ----- def ----- Defense +5 (+2 eff.) Heal/summ +30 Silence- +97% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: dps ---------- Res.pen +15% darkness Acc +9 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +13 Resists +9% lightning +3% fire +3% nature Phys.save +8 (+3 eff.) Mind.save +32 (+8 eff.) Max.HP +137.00 Disarm- +42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Melee+ 12 arcane ----- def ----- Armour +2 Resists +9% light +9% mind +5% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 blue alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 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. |
![]() 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. |
amazing frost salve [power 31] amazing frost salve [power 31]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 460] amazing healing salve [power 460]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 54% cooldown modifier. Heal 460 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 402] amazing pain suppressor salve [power 402]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 54% cooldown modifier. Let you fight up to -402 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 31] amazing water salve [power 31]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (31% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 61.0 - 73.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +16 Crit +19.0% Capacity 21 Rld cld 2 Proj.spd +200% Ranged+ +42 physical +16 light +20 fire +16 temporal On Hit.r1 +12 light On Crit.r2 +4 fire On Hit: * 20% chance to blind * Random elemental explosion * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 339 to 679 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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: 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. |
Achievements
By Akto the Drem Alchemist level 34
18th Voratun 123rd year of Ascendancy at 15:55 see stats
By Akto the Drem Alchemist level 34
15th Voratun 123rd year of Ascendancy at 11:46 see stats
By Akto the Drem Alchemist level 42
45th Dearth 123rd year of Ascendancy at 17:34 see stats
By Akto the Drem Alchemist level 37
32nd Profit 123rd year of Ascendancy at 11:01 see stats
By Akto the Drem Alchemist level 20
25th Loss 122nd year of Ascendancy at 14:20 see stats
By Akto the Drem Alchemist level 6
31st Voratun 122nd year of Ascendancy at 15:00 see stats
By Akto the Drem Alchemist level 35
1st Acquisition 123rd year of Ascendancy at 02:19 see stats
By Akto the Drem Alchemist level 30
1st Voratun 123rd year of Ascendancy at 00:43 see stats
By Akto the Drem Alchemist level 20
24th Loss 122nd year of Ascendancy at 17:25 see stats
By Akto the Drem Alchemist level 20
29th Loss 122nd year of Ascendancy at 03:19 see stats
By Akto the Drem Alchemist level 26
43rd Steel 123rd year of Ascendancy at 02:16 see stats
By Akto the Drem Alchemist level 29
5th Stralite 123rd year of Ascendancy at 18:13 see stats
By Akto the Drem Alchemist level 10
22nd Profit 122nd year of Ascendancy at 02:48 see stats
By Akto the Drem Alchemist level 20
24th Loss 122nd year of Ascendancy at 10:04 see stats
By Akto the Drem Alchemist level 30
42nd Stralite 123rd year of Ascendancy at 23:39 see stats
By Akto the Drem Alchemist level 40
10th Dearth 123rd year of Ascendancy at 22:26 see stats
By Akto the Drem Alchemist level 19
13rd Loss 122nd year of Ascendancy at 21:19 see stats
By Akto the Drem Alchemist level 41
44th Dearth 123rd year of Ascendancy at 07:12 see stats
By Akto the Drem Alchemist level 30
43rd Stralite 123rd year of Ascendancy at 06:21 see stats
By Akto the Drem Alchemist level 22
10th Shortage 122nd year of Ascendancy at 23:51 see stats
By Akto the Drem Alchemist level 36
23rd Profit 123rd year of Ascendancy at 06:00 see stats
By Akto the Drem Alchemist level 43
16th Loss 123rd year of Ascendancy at 13:02 see stats
By Akto the Drem Alchemist level 8
8th Profit 122nd year of Ascendancy at 01:25 see stats
By Akto the Drem Alchemist level 23
25th Shortage 122nd year of Ascendancy at 08:44 see stats
By Akto the Drem Alchemist level 24
12nd Iron 123rd year of Ascendancy at 20:46 see stats
By Akto the Drem Alchemist level 45
40th Steel 124th year of Ascendancy at 09:47 see stats
By Akto the Drem Alchemist level 10
25th Profit 122nd year of Ascendancy at 12:08 see stats
By Akto the Drem Alchemist level 39
19th Wealth 123rd year of Ascendancy at 16:40 see stats
By Akto the Drem Alchemist level 22
13rd Shortage 122nd year of Ascendancy at 03:42 see stats
By Akto the Drem Alchemist level 16
5th Dearth 122nd year of Ascendancy at 10:21 see stats
By Akto the Drem Alchemist level 33
14th Voratun 123rd year of Ascendancy at 20:51 see stats
Log
Talent Chant of Fortitude is ready to use.
Akto activates Chant of Fortitude.
The shield around Akto crumbles.
Resting starts...
Talent Barrier is ready to use.
Akto casts Barrier.
Akto's spell attains critical power!
A shield forms around Akto.
The shield around Akto crumbles.
Talent Barrier is ready to use.
Akto casts Barrier.
A shield forms around Akto.
The shield around Akto crumbles.
Talent Barrier is ready to use.
Akto casts Barrier.
A shield forms around Akto.
Rested for 37 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Akto deactivates Body of Fire.
The raging fire around Akto calms down and disappears.
Akto deactivates Ice Core.
Akto deactivates Chant of Fortitude.
The shield around Akto crumbles.
Golem (servant of Akto) deactivates Reflective Skin.
Golem (servant of Akto) deactivates Chant of Fortitude.