












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Go to Landmark 1.7.4Adds 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. 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 Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 24 / 29% |
Size | medium |
Lifes / Deaths | Killed by Xona the multi-hued crystal at level 12 on the 24th Profit 122nd year of Ascendancy at 22:07 0 / 7Killed by Zalis at level 23 on the 19th Dearth 122nd year of Ascendancy at 04:37 Killed by Bethatira the sandworm destroyer at level 23 on the 19th Dearth 122nd year of Ascendancy at 13:36 Killed by Xorikira the gigantic sandworm tunneler at level 23 on the 19th Dearth 122nd year of Ascendancy at 23:57 Killed by Glenn the gelatinous cube at level 24 on the 20th Dearth 122nd year of Ascendancy at 10:33 Killed by Glenn the gelatinous cube at level 24 on the 20th Dearth 122nd year of Ascendancy at 11:08 Killed by Glenn the gelatinous cube at level 24 on the 20th Dearth 122nd year of Ascendancy at 12:14 |
Primary Stats
Strength | 37 (base 26) |
Dexterity | 17 (base 12) |
Constitution | 43 (base 39) |
Magic | 28 (base 24) |
Willpower | 21 (base 13) |
Cunning | 39 (base 27) |
Resources
Steam | 100/100 |
Mana | 13/293 |
Equilibrium | 15 |
Vim | 0/192 |
Life | -27/811 |
Positive | 0/119 |
Stamina | 138/196 |
Hate | 100/100 |
Healing Factor | 1.2397742564935 |
Regeneration | 0.30994356412338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Invisible | 9 |
Offense: Mainhand
Damage | 65 |
Accuracy | 35 |
Crit Chance | 20% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 35 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Fire | +4% |
Temporal | +3% |
Mind | +12% |
Physical | +12% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +20% |
Temporal | +15% |
Physical | +10% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 52.361740504929 (81.898876157654%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 34 |
Physical Save | 43 |
Spell Save | 31 |
Mental Save | 45 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 26%( 70%) |
All | + 8%( 70%) |
Lightning | + 29%( 70%) |
Light | + 27%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 14%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 44%( 70%) |
Mind | + 14%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 10% |
Disarm Resistance | 70% |
Confusion Resistance | 21% |
Knockback Resistance | 10% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 71 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 grave | active |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed red crystal shard. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. | active |
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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +6% mind Res.pen +10% physical Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal Phys.save +15 (+5 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Melee Ret 2 darkness ----- def ----- Armour +2 Crit.chn- 5.00% Die.at -20.00 life Max.HP +80.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Wil +6 Cun dps ---------- Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold Mind.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +9% temporal +9% darkness +9% fire +5% arcane +3% cold Disarm- +70% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +7 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +6 Mag +1 Cun ----- def ----- Resists +6% fire Crit.chn- 5.00% Mind.save +5 (+2 eff.) Confus- +21% ---------- misc See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% lightning Melee Ret 2 lightning ----- def ----- Fatigue -5% Resists +3% light +9% lightning ---------- misc Max.enc +22 Light +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% blight +6% physical +12% light +13% darkness Blind- +28% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +9.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Dmg.mod +3% mind +3% temporal Res.pen +15% temporal ----- def ----- Resists +6% mind Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Cun +5 Lck ----- def ----- Defense +9 (+4 eff.) Mind.save +9 (+3 eff.) Proj.slow +10% Stealth +6 Stun/Frz- +10% ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +108 Melee+ +4 lightning On Hit.r1 +12 fire On Crit.r2 +12 acid On Hit: * 20% chance to reduce armor by 24% While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +9 Fatigue +8% Resists +5% acid +7% fire +7% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% cold +12% physical Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +6% cold +12% fire Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% mind Res.pen +20% darkness +20% light Melee Ret 4 darkness 30 physical ----- def ----- Armour +23 Defense +7 (+3 eff.) Fatigue +23% Resists +6% light Mind.save +11 (+4 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 210 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 nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. 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 nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 darkness, 4 arcane, 5 fire, 3 nature, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 4 turns. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 321 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 4 turns. 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. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 4 turns. 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 134 damage for 4 turns. 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 spell talent. |
![]() 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 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 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +15 (+7 eff.) Crit.chn- 5.00% Mind.save +3 (+1 eff.) Disease- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Armour +3 Defense +6 (+3 eff.) Res.Cap +3% all Phys.save +9 (+3 eff.) ---------- misc Mana/turn +0.22 Max.mana +33.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 darkness On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +15% fire Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 38 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +19% lightning Res.pen +23% lightning Massive two-handed mauls. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: ----- def ----- Resists +6% blight +3% temporal +3% light +6% mind HP.reg +4.00 Sharp, long, and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Crit +4.0% Atk.spd 100% Range +8 On Crit.r2 +12 mind While equipped: Stats +5 Cun +3 Str dps ---------- Dmg.mod +6% cold Res.pen +7% physical ----- def ----- Resists +9% cold ---------- misc Reload +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Rare] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: ----- def ----- Resists +6% blight +15% temporal +6% mind +6% nature Max.HP +80.00 HP.reg +1.10 Stun/Frz- +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +17 acid +13 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +10% acid +14% nature +5% arcane Apr +9 Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +5% arcane One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +2% ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold Spell.save +6 (+3 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +15% cold Res.pen +10% cold Melee Ret 4 physical ----- def ----- Defense +1 (+0 eff.) Resists +3% cold Max.HP +30.00 Def/telep +5 Res/telep +5% Dur/telep +5% 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 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) 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 cloth armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +6 Cun +3 Con dps ---------- Dmg.mod +12% lightning Res.pen +10% acid ----- def ----- Resists +18% lightning +9% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +3 Dex +2 Cun dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +16.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +2 Cun dps ---------- Mind.crit +2% Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness Mind.save +12 (+4 eff.) A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +3.40 ---------- misc Stam/turn +1.30 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue +12% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +24% acid +12% light +12% darkness A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +108 While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +12 Fatigue +8% Resists +16% lightning +13% physical Mind.save +6 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +56 While equipped: Stats +2 Con dps ---------- Acc +10 (+4 eff.) Apr +3 ----- def ----- Armour +2 Fatigue +8% Resists +17% lightning Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Resists +9% acid +6% cold +11% nature +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil +1 Cun +3 Con ----- def ----- Resists +9% temporal Mind.save +6 (+2 eff.) Silence- +10% ---------- misc Light +5 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +2 Dex +4 Mag +2 Con dps ---------- Mind.crit +8% Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +18 (+6 eff.) ---------- misc Psi/ret +0.16 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 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 7 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 20% 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. |
![]() 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 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 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 204/400 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 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. |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +6 ---------- misc Stam/turn +1.00 Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 45. 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% darkness +9% cold Res.pen +15% mind Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zalis the Dwarf Adventurer level 21
5th Dearth 122nd year of Ascendancy at 04:39 see stats
By Zalis the Dwarf Adventurer level 24
20th Dearth 122nd year of Ascendancy at 09:07 see stats
By Zalis the Dwarf Adventurer level 10
11st Profit 122nd year of Ascendancy at 20:10 see stats
By Zalis the Dwarf Adventurer level 20
14th Wealth 122nd year of Ascendancy at 23:30 see stats
By Zalis the Dwarf Adventurer level 6
18th Voratun 122nd year of Ascendancy at 18:56 see stats
By Zalis the Dwarf Adventurer level 23
19th Dearth 122nd year of Ascendancy at 06:27 see stats
By Zalis the Dwarf Adventurer level 10
12nd Profit 122nd year of Ascendancy at 17:05 see stats
By Zalis the Dwarf Adventurer level 21
12nd Dearth 122nd year of Ascendancy at 22:16 see stats
By Zalis the Dwarf Adventurer level 16
41st Profit 122nd year of Ascendancy at 22:33 see stats
Log
Zalis is not silenced anymore.
Zalis receives 28 healing.
Glenn the gelatinous cube's manaburn arcane area effect hits Glenn the gelatinous cube for 0 arcane damage.
Glenn the gelatinous cube's manaburn arcane area effect hits Zalis for 2 arcane damage.
Talent Block is ready to use.
Zalis receives 28 healing.
Zalis is poisoned!
Glenn the gelatinous cube's manaburn arcane area effect hits Glenn the gelatinous cube for 0 arcane damage.
Glenn the gelatinous cube's manaburn arcane area effect hits Zalis for 2 arcane damage.
Zalis speeds up.
Poison from Glenn the gelatinous cube hits Zalis for 40 nature damage.
Glenn the gelatinous cube uses unblemished torque!
Glenn the gelatinous cube receives 42 healing.
Zalis uses Block.
Poison from Glenn the gelatinous cube hits Zalis for (80 blocked), 0 nature (0 total damage).
The unstable sand tunnel collapses!
Glenn the gelatinous cube uses Slime Spit.
Zalis slows down.
Poison from Glenn the gelatinous cube hits Zalis for 80 nature damage.
Glenn the gelatinous cube's Slime Spit hits Zalis for 239 nature damage.
The unstable sand tunnel collapses!
Glenn the gelatinous cube is no longer attuned.
Zalis's spell attains critical power!
Zalis receives 10 healing from Shield of Light.
Poison from Glenn the gelatinous cube hits Zalis for 80 nature damage.
Zalis the level 24 dwarf adventurer was treehugged to death by Glenn the gelatinous cube on level 4 of Sandworm lair.
Space restabilizes around you.