
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Annihilator |
Level / Exp | 33 / 45% |
Size | big |
Lifes / Deaths | Killed by orc corruptor at level 11 on the 6th Dusk 122nd year of Ascendancy at 17:55 0 / 8Killed by orc corruptor at level 11 on the 7th Dusk 122nd year of Ascendancy at 05:17 Killed by Assassin Lord at level 15 on the 1st Regrowth 123rd year of Ascendancy at 17:28 Killed by Urkis, the High Tempest at level 24 on the 19th Dusk 123rd year of Ascendancy at 03:18 Killed by Glorota the elven cultist at level 26 on the 24th Dusk 123rd year of Ascendancy at 00:11 Killed by Veluba the ogre pounder at level 28 on the 27th Dusk 123rd year of Ascendancy at 00:32 Killed by Layolle the temporal stalker at level 28 on the 32nd Dusk 123rd year of Ascendancy at 13:41 Killed by Corrupted Oozemancer at level 33 on the 76th Pyre 124th year of Ascendancy at 02:17 |
Antimagic | Follower |
Primary Stats
Strength | 39 (base 14) |
Dexterity | 79.707534110932 (base 60) |
Constitution | 49 (base 13) |
Magic | 8 (base 10) |
Willpower | 19 (base 14) |
Cunning | 81.4 (base 60) |
Resources
Life | -284/792 |
Equilibrium | 27 |
Steam | 13/100 |
Healing Factor | 1.6171232876712 |
Regeneration | 133.12533080538 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
See Stealth | 79.569910663897 |
See Invisible | 79.569910663897 |
Offense: Mainhand
Damage | 74 |
Accuracy | 61 |
Crit Chance | 71% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Light | +18% |
Temporal | +12% |
Physical | +29% |
All | +6% |
Offense: Damage Penetration
Nature | +71% |
Acid | +56% |
Light | +76% |
All | +51% |
Defense: Base
Armour (hardiness) | 78.317011280365 (73.452380952381%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 32 |
Physical Save | 54 |
Spell Save | 20 |
Mental Save | 40 |
Defense: Resistances
Acid | + 10%( 70%) |
Lightning | + 23%( 70%) |
Temporal | -3%( 70%) |
Nature | + 5%( 70%) |
Physical | -6%( 70%) |
Fire | + 11%( 70%) |
All | -10%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 10% |
Teleport Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning 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 155% efficiency and cooldown mod of 84%. Its effects scale with your Dexterity 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 145% efficiency and cooldown mod of 54%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 934% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Boltgun |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | Has 4 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 4 Ammo |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Gift of the Woods |
beneficial effect | A flow of life spins around the target, regenerating 35.40 life per turn. Regeneration |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 4 conal explosion dealing 50% steamgun damage. 1 stacks remaining. Reactive Armor |
detrimental effect | The target is infected by a disease, reducing its dexterity by 12 and doing 23.20 blight damage per turn. Decrepitude Disease |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Improves senses, allowing the detection of enemies in radius 25 and increasing resistance penetration by 51%. Hypervision Goggles |
beneficial effect | The target has 36 increased life regeneration. Recovery |
beneficial effect | Provides a frost aura, giving you +30% cold, nature and darkness affinity. Frost Salve |
beneficial effect | You gain 14% resistance against nature. Resolve |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Antimagic Shield |
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+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 fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 unlocked the hall of reflections. * 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: 28. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 precision. 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.' * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 [Ego++] Master While equipped: Stats +11 Str +11 Dex +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +6 Defense +19 (+7 eff.) Fatigue +4% Phys.save +16 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T5 shot ammo [Ego+] Master Power 62.5 - 75.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +13 Crit +12.0% Capacity 19 Proj.spd +200% While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +6% temporal Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Stam/turn +1.00 Light +3 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 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +16 (+4 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Silence- +0% ---------- misc Light +6 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T4 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +18.0% Spell.crit +13% Mind.crit +14% Crit.mult +13.00% ----- def ----- Armour +4 Fatigue +5% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Cun +3 Str dps ---------- Dmg.mod +9% acid Res.pen +20% nature Acc +5 (+1 eff.) Melee Ret 6 mind ---------- misc Equi/ret +0.12 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Cun +8 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Max.HP +54.00 HP.reg +9.00 Heal.mod +14% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +13 (+7 eff.) Mind.pwr +12 (+5 eff.) Dmg.mod +6% all Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +6 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +5 acid blind On Hit: * splashes acid on your target dealing 74 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +13.0% Res.pen +5% acid Acc +10 (+2 eff.) ----- def ----- HP.reg +1.10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +11 Defense +8 (+3 eff.) Fatigue +0% Phys.save +20 (+6 eff.) ---------- misc Max.enc +0 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Ego++] Master When used to Attack: Power 73.0 - 87.6 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +238 While equipped: Stats +6 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) ----- def ----- Armour +17 Fatigue +8% Phys.save +11 (+4 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +8 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +30% lightning +4% physical 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 | ![]() 14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% temporal +12% light Res.pen +25% light Melee Ret 4 light ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid +19% fire Crit.dmg- 35.00% A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 253.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 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 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% mind ----- def ----- Defense +10 (+4 eff.) Resists +9% cold +5% arcane +15% temporal Spell.save +9 (+5 eff.) Poison- +20% ---------- misc Masteries +0.28 Technique/Combat training +0.28 Steamtech/Chemistry Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con ----- def ----- Spell.save +14 (+7 eff.) Max.HP +50.00 HP.reg +16.00 Heal.mod +13% ---------- misc Max.stam +20.00 Rings can have magical properties. |
![]() 3.0 T4 mace 1H weapon [Ego+] Psionic Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +16 mind On Hit: * 24% chance to reduce all saves and defense by 25 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Cun +4 Wil Blunt and deadly. |
![]() 4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +9 fire Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +13% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 22.0 - 26.4 Nature Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 17.0 T4 massive armor Reqs - Massive armour training Str 48 [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane +12% physical Apr +6 ----- def ----- Armour +13 Defense +30 (+10 eff.) Fatigue +22% Resists +15% physical Phys.save +21 (+7 eff.) A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Resists +0% lightning Stun/Frz- +0% A stylish kruk-style cloak, to look awesome. |
![]() 3.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Dex +2 Mag +5 Wil +6 Cun +8 Con ----- def ----- Armour +4 Fatigue -3% Phys.save +36 (+10 eff.) Spell.save +9 (+5 eff.) Mind.save +26 (+9 eff.) Pinning- +0% Knockbk- +0% Teleport- +0% ---------- misc Max.enc +33 Light +2 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +10 Dex +11 Cun dps ---------- Acc +7 (+1 eff.) Apr +7 ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+9 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 T5 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +11 Defense +25 (+9 eff.) Fatigue +5% Resists +15% light +17% darkness Phys.save +18 (+6 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 Latent Damage Type: Lightning 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 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) 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 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) 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 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 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 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% blight Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +24% acid +18% blight Mind.save +10 (+4 eff.) ---------- misc Light +4 See.Stealth +16 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
great fiery salve [power 20] great fiery salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (20% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 20] great frost salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 282] great healing salve [power 282]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 282 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 246] great pain suppressor salve [power 246]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -246 life and reduces all damage by 24% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great water salve [power 20] great water salve [power 20]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
Achievements
By Solid Gear the Thalore Annihilator level 30
61st Dusk 123rd year of Ascendancy at 02:17 see stats
By Solid Gear the Thalore Annihilator level 11
7th Dusk 122nd year of Ascendancy at 11:17 see stats
By Solid Gear the Thalore Annihilator level 17
43rd Regrowth 123rd year of Ascendancy at 00:19 see stats
By Solid Gear the Thalore Annihilator level 31
25th Haze 123rd year of Ascendancy at 07:13 see stats
By Solid Gear the Thalore Annihilator level 13
69th Haze 122nd year of Ascendancy at 11:07 see stats
By Solid Gear the Thalore Annihilator level 20
71st Regrowth 123rd year of Ascendancy at 08:00 see stats
By Solid Gear the Thalore Annihilator level 29
44th Dusk 123rd year of Ascendancy at 02:12 see stats
By Solid Gear the Thalore Annihilator level 30
60th Dusk 123rd year of Ascendancy at 23:56 see stats
By Solid Gear the Thalore Annihilator level 31
66th Dusk 123rd year of Ascendancy at 12:53 see stats
By Solid Gear the Thalore Annihilator level 10
6th Flare 122nd year of Ascendancy at 21:04 see stats
By Solid Gear the Thalore Annihilator level 20
70th Regrowth 123rd year of Ascendancy at 03:01 see stats
By Solid Gear the Thalore Annihilator level 30
59th Dusk 123rd year of Ascendancy at 22:56 see stats
By Solid Gear the Thalore Annihilator level 15
2nd Regrowth 123rd year of Ascendancy at 03:42 see stats
By Solid Gear the Thalore Annihilator level 15
1st Regrowth 123rd year of Ascendancy at 04:40 see stats
By Solid Gear the Thalore Annihilator level 30
61st Dusk 123rd year of Ascendancy at 02:17 see stats
By Solid Gear the Thalore Annihilator level 26
23rd Dusk 123rd year of Ascendancy at 20:09 see stats
By Solid Gear the Thalore Annihilator level 11
1st Dusk 122nd year of Ascendancy at 14:50 see stats
By Solid Gear the Thalore Annihilator level 30
61st Dusk 123rd year of Ascendancy at 02:17 see stats
By Solid Gear the Thalore Annihilator level 21
9th Mirth 123rd year of Ascendancy at 06:39 see stats
By Solid Gear the Thalore Annihilator level 20
80th Regrowth 123rd year of Ascendancy at 13:56 see stats
By Solid Gear the Thalore Annihilator level 29
48th Dusk 123rd year of Ascendancy at 07:12 see stats
By Solid Gear the Thalore Annihilator level 19
66th Regrowth 123rd year of Ascendancy at 00:52 see stats
By Solid Gear the Thalore Annihilator level 28
32nd Dusk 123rd year of Ascendancy at 13:41 see stats
Log
Solid Gear's Rocket Pod killed Brittle clear ooze!
Corrupted Oozemancer shares damage with his oozes!
Burning Phosphorous from Solid Gear hits Corrupted Oozemancer for 2 fire damage.
Solid Gear uses Infusion: Movement.
Solid Gear is moving at extreme speed!
Solid Gear triggers a trap (Guda the poison ooze's ambush trap)!
A Shadowy assassin materializes from the shadows!
A Shadowy assassin materializes from the shadows!
Solid Gear shrugs off Corrupted Oozemancer's 'Poison'!
Corrupted Oozemancer shares damage with his oozes!
Solid Gear's manaburn arcane area effect hits Something for 0 arcane damage.
Solid Gear's manaburn arcane area effect hits Solid Gear for 0 arcane damage.
Solid Gear's manaburn arcane area effect hits Shadowy assassin for 0 arcane damage.
Solid Gear's manaburn arcane area effect hits Shadowy assassin for 0 arcane damage.
Solid Gear's manaburn arcane area effect hits Corrupted Oozemancer's mucus ooze for 34 arcane damage.
Solid Gear's manaburn arcane area effect hits Guda the poison ooze for 0 arcane damage.
Solid Gear's manaburn arcane area effect hits Corrupted Oozemancer for 4 arcane damage.
Solid Gear uses Gift of the Woods.
Solid Gear starts regenerating health quickly.
Solid Gear slows down.
Solid Gear uses Heavy Weapon Expertise.
Solid Gear uses Heavy Weapon Expertise.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Solid Gear uses Hypervision Goggles.
Burning Phosphorous from Solid Gear hits Guda the poison ooze for 22 fire damage.
Corrupted Oozemancer uses Oozebeam.
Saving game...