











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows 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. 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:
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 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 25 / 13% |
Size | medium |
Lifes / Deaths | Killed by Velomina the large white snake at level 13 on the 43rd Dusk 122nd year of Ascendancy at 02:55 0 / 8Killed by 3-headed hydra at level 15 on the 51st Dusk 122nd year of Ascendancy at 02:04 Killed by The Withering Thing at level 17 on the 74th Haze 122nd year of Ascendancy at 05:51 Killed by Cyrabrewe the large white snake at level 22 on the 1st Regrowth 123rd year of Ascendancy at 09:27 Killed by Ivatta the slaver at level 24 on the 30th Regrowth 123rd year of Ascendancy at 00:22 Killed by Glyleda the slaver at level 24 on the 30th Regrowth 123rd year of Ascendancy at 09:51 Killed by Voroba the Guardian at level 25 on the 58th Regrowth 123rd year of Ascendancy at 07:01 Killed by Xysedheta the master vampire at level 25 on the 58th Regrowth 123rd year of Ascendancy at 07:19 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 23 (base 12) |
Constitution | 35 (base 12) |
Magic | 69 (base 55) |
Willpower | 86 (base 47) |
Cunning | 15 (base 12) |
Resources
Mana | 650/687 |
Negative | 102/122 |
Life | -279/710 |
Positive | 102/122 |
Psi | 196/196 |
Healing Factor | 1.4116660017318 |
Regeneration | 18.563407922773 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.3011813848607E-11% |
Spell | -6.5059069243034E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 4 |
Offense: Mainhand
Damage | 32 |
Accuracy | 22 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 18% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
Cold | +36% |
All | 0% |
Lightning | +62% |
Light | +9% |
Physical | +25% |
Mind | +8% |
Darkness | 0% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +54% |
Light | +40% |
Physical | +35% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 17 (42.65183292883%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 39 |
Mental Save | 39 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 61%( 70%) |
All | + 9%( 70%) |
Darkness | + 26%( 70%) |
Light | + 17%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 15%( 70%) |
Lightning | + 66%( 70%) |
Fire | + 14%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 9% |
Confusion Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 31% |
Pinning Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 510 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 605% for 10 turns (23 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
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 talent Stone Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+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 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 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. | 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. | 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 black mamba head. * '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.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within4 lumberjacks have died. | 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
Psionic focus | ![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +15% physical +6% nature Res.pen +15% fire ----- def ----- Defense +20 (+5 eff.) ---------- misc Mana/turn +0.14 Max.mana +43.00 Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil +7 Con dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 6 arcane Dmg.mod +3% arcane ----- def ----- Armour +9 Hardiness +7% Resists +6% arcane +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +8% mind +6% light Res.pen +20% lightning ----- def ----- Resists +9% lightning Max.HP +40.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +8 Wil ----- def ----- Armour +3 Fatigue +3% Resists +13% blight Mind.save +17 (+6 eff.) HP.reg +4.00 Poison- +20% Stun/Frz- +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 114.6 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Melee Ret 2 light ----- def ----- Armour +3 Resists +24% acid +9% light +9% lightning Stealth +10 ---------- misc Light +2 A pair of boots made of leather. |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 268 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 3 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Max.HP +46.00 HP.reg +6.00 Heal.mod +10% Poison- +11% Disease- +12% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 25.39 cold and 23.34 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 47/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +4 Con dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +21 (+10 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +15% lightning Res.pen +5% physical Acc +6 (+3 eff.) ----- def ----- Resists +7% darkness +5% temporal Die.at -20.00 life HP.reg +0.90 Heal.mod +12% Def/telep +5 Res/telep +7% Dur/telep +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +5% physical Apr +3 ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/s.crit +1.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 lightning Dmg.mod +7% lightning Res.pen +9% lightning ----- def ----- Resists +17% lightning +6% fire +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 6 acid ----- def ----- Defense +2 (+0 eff.) Resists +3% acid +12% darkness Phys.save +8 (+4 eff.) Max.HP +64.00 ---------- misc Light +2 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 T2 cloth armor [Random Unique] Nature While equipped: Stats +4 Str +5 Mag +5 Wil +1 Con dps ---------- Dmg.mod +20% lightning +21% cold +10% physical ----- def ----- Resists +28% lightning +5% arcane +27% cold +6% nature +9% all Spell.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +15% fire +15% cold ---------- misc Mana/turn +0.36 Max.mana +28.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +2 Mag +6 Wil +3 Cun dps ---------- Dmg.mod +9% acid Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% lightning +15% arcane Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Resists +24% darkness HP.reg +2.00 Stun/Frz- +22% ---------- misc Vim/s.crit +2.00 Max.vim +20.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +3% cold Melee Ret 6 light ----- def ----- Resists +12% cold Mind.save +14 (+5 eff.) Confus- +26% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +16 (+5 eff.) Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +42.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 5 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 28 On Hit (Ranged): * 10% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +15 (+5 eff.) Confus- +28% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +10 acid +13 nature While equipped: Stats +8 Con +9 Wil dps ---------- Res.pen +5% acid +10% nature Apr +6 ----- def ----- Max.HP +25.00 Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +8 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +7% acid +6% fire +6% cold +6% physical Res.pen +3% acid +3% fire +3% cold +3% physical ----- def ----- Resists +6% light +9% blight Spell.save +6 (+2 eff.) Max.HP +60.00 HP.reg +4.00 Heal/summ +16 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +16.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Defense +30 (+8 eff.) Resists +6% temporal +4% physical HP.reg +4.00 Silence- +20% Disarm- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Spell.crit +12% Crit.mult +12.00% Phys.pwr +7 (+4 eff.) Spell.pwr +17 (+5 eff.) Dmg.mod +15% lightning Res.pen +30% mind Acc +7 (+3 eff.) ----- def ----- Resists +6% blight +3% temporal +3% cold HP.reg +0.50 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats +2 Str +8 Con dps ---------- Mind.crit +2% ----- def ----- Resists +3% mind ---------- misc Stam/turn +3.00 One-handed war axes. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +6% darkness Res.pen +7% darkness ----- def ----- Defense +2 (+0 eff.) Resists +6% lightning +6% temporal +17% darkness +12% cold +5% arcane Stealth +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 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% blight Max.HP +32.00 HP.reg +4.00 Confus- +10% 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. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +4 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% nature ----- def ----- Armour +5 Fatigue -3% Resists +21% lightning Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Spell.crit +2% Crit.mult +20.00% S.pwr/crit +6 Dmg.mod +6% arcane +6% blight Melee Ret 8 lightning ----- def ----- Armour +1 Resists +9% light Stealth +6 Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Cun +6 Con dps ---------- Dmg.mod +15% acid Res.pen +5% acid +20% physical Melee Ret 2 fire ----- def ----- Armour +3 Resists +12% fire Phys.save +19 (+10 eff.) Mind.save +15 (+5 eff.) A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +15% fire Max.HP +60.00 HP.reg +4.00 Heal.mod +5% Knockbk- +10% ---------- misc Stam/turn +0.60 Max.stam +12.00 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. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag +1 Wil dps ---------- Spell.crit +5% Crit.mult +10.00% Melee+ 5 temporal Ranged+ 11 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Resists +8% temporal +5% arcane +6% darkness ---------- misc Mana/s.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 111.82 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +1 Dex ----- def ----- Armour +9 Fatigue +3% Resists +8% fire +3% light +8% cold Die.at -80.00 life HP.reg +4.00 Disarm- +20% A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +3 Fatigue +3% Resists +14% blight Mind.save +8 (+3 eff.) HP.reg +4.00 Confus- +10% Knockbk- +20% ---------- misc Infravis +3 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +6% darkness +18% nature +9% blight +8% fire +5% arcane +8% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Max.hate +2.00 Breathe water A hat made of leather. Very stylish. |
![]() 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. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Cun +2 Str ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +7% physical +6% darkness +6% fire Mind.save +3 (+1 eff.) Max.HP +25.00 HP.reg +4.00 Knockbk- +20% ---------- misc Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +9 Str +5 Wil +1 Cun dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+4 eff.) Dmg.mod +6% physical Melee Ret 4 acid ---------- misc Light +4 Infravis +1 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 11 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 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 167 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% light +21% cold Crit.chn- 15.00% Heal.mod +20% Teleport- +20% Sting an enemy dealing 205 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% light Melee Ret 4 light On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +12% light ---------- misc Light +3 Sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to heal for 47. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +2% On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.20 Max.psi +50.00 Wards +4 light +4 fire +4 arcane +3 nature Talents +1 Ward Fire a magical bolt dealing 306 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% mind Melee Ret 2 lightning Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +6% acid +5% arcane +3% darkness Max.HP +100.00 Knockbk- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (353 total damage) Puts all charms on 15 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +12% lightning Mind.save +6 (+2 eff.) Die.at -20.00 life Max.HP +60.00 Disease- +10% Pinning- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (294 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
Achievements
By Origin Spark the Shalore Adventurer level 13
32nd Dusk 122nd year of Ascendancy at 03:24 see stats
By Origin Spark the Shalore Adventurer level 23
7th Regrowth 123rd year of Ascendancy at 23:26 see stats
By Origin Spark the Shalore Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 18:30 see stats
By Origin Spark the Shalore Adventurer level 20
1st Allure 123rd year of Ascendancy at 21:56 see stats
By Origin Spark the Shalore Adventurer level 25
45th Regrowth 123rd year of Ascendancy at 05:59 see stats
By Origin Spark the Shalore Adventurer level 20
2nd Allure 123rd year of Ascendancy at 22:26 see stats
By Origin Spark the Shalore Adventurer level 24
10th Regrowth 123rd year of Ascendancy at 11:50 see stats
By Origin Spark the Shalore Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 18:31 see stats
By Origin Spark the Shalore Adventurer level 24
31st Regrowth 123rd year of Ascendancy at 03:21 see stats
By Origin Spark the Shalore Adventurer level 9
1st Summertide 122nd year of Ascendancy at 13:06 see stats
By Origin Spark the Shalore Adventurer level 22
10th Allure 123rd year of Ascendancy at 23:30 see stats
By Origin Spark the Shalore Adventurer level 16
68th Dusk 122nd year of Ascendancy at 15:37 see stats
By Origin Spark the Shalore Adventurer level 25
58th Regrowth 123rd year of Ascendancy at 07:02 see stats
Log
Uthrarmu the dúathedlen hits Origin Spark for 123 physical damage.
Velorida the Guardian's Netherblast hits Origin Spark for 86 temporal, 90 darkness (178 total damage).
Velorida the Guardian's Reality Fracture hits Origin Spark for 9 temporal, 10 darkness (20 total damage).
Uthrarmu the dúathedlen is no longer out of phase.
Velorida the Guardian loses 30 health to the entropy.
Velorida the Guardian casts Entropic Gift.
Velorida the Guardian's spell attains critical power!
Origin Spark is consumed by entropy!
Velorida the Guardian's is no longer wasting away.
Velorida the Guardian's spell attains critical power!
Talent Attune Mindstar is ready to use.
Entropic Gift from Velorida the Guardian hits Origin Spark for 43 temporal, 45 darkness (89 total damage).
Something misses Black mamba.
Velorida the Guardian's Reality Fracture hits Origin Spark for 10 temporal, 10 darkness (21 total damage).
Velorida the Guardian casts Rift Cutter.
Velorida the Guardian is wasting away!
Origin Spark's Beyond the Flesh misses Xysedheta the master vampire.
Talent Grace of the Eternals is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Entropic Gift from Velorida the Guardian hits Origin Spark for 48 temporal, 46 darkness (95 total damage).
Velorida the Guardian hits Origin Spark for 92 darkness damage.
Xysedheta the master vampire uses Lunge.
Origin Spark is disarmed!
Xysedheta the master vampire hits Origin Spark for 243 physical damage.
Melee retaliation hits Xysedheta the master vampire for (53 absorbed), 0 light, (11 absorbed), 0 darkness, (3 absorbed), 0 acid (0 total damage).
Origin Spark the level 25 shalore adventurer was sliced to death by Xysedheta the master vampire on level 1 of Ruined Dungeon.