








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Razakai's Reworks 1.5.10This addon is somewhere for me to test all my wacky ideas to see what might work in the main game. As the title states, it focuses primarily on reworking existing classes and categories. The first version contains a full Berserker rework. Berserker now has 3 unlocked unique categories: Bloodthirst, Might and Rage. 2H Assault has had a few improvements made. IMPORTANT NOTES Harbinger 1.5.6 Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Forbidden Cults 1.5.9Official 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.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bladebender 1.5.6 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Transcendent Fist |
| Level / Exp | 24 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Korlash at level 21 on the 29th Steel 123rd year of Ascendancy at 13:10 4 / 2Killed by elven corruptor at level 24 on the 22nd Gold 123rd year of Ascendancy at 11:48 |
Primary Stats
| Strength | 59 (base 10) |
| Dexterity | 51 (base 17) |
| Constitution | 67 (base 10) |
| Magic | 34 (base 10) |
| Willpower | 75 (base 43) |
| Cunning | 98 (base 54) |
Resources
| Life | 1007/1007 |
| Steam | 100/100 |
| Stamina | 322/322 |
| Psi | 130/130 |
| Healing Factor | 2.1007594936709 |
| Regeneration | 12.919670886076 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 20 |
| See Invisible | 25 |
Offense: Barehand
| Damage | 138 |
| Accuracy | 62 |
| Crit Chance | 34% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Lightning | +15% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 53 (57.811550151976%) |
| Defense | 42 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 29 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Lightning | + 48%( 70%) |
| Darkness | + 24%( 70%) |
| Cold | + 22%( 70%) |
| Arcane | + 23%( 70%) |
| Fire | + 26%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 255 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Psionic / Transcendent strikes | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Voidwalker | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Metaphysical Blows |
| talent | Kinetic Shield |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| talent | Striking Stance |
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 lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | 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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed xorn fragment. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 chunk of ghoul flesh. * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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
| Psionic focus | jade0.0 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. |
| Light source | alchemist's lamp 'Lustrepanic'1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Cun +6 Wil dps ---------- Dmg.mod +6% light On Hit (Melee): * 30% chance to blind ----- def ----- Crit.dmg- 15.00% Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +10 See.Invis +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Bokolathasin (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +10 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+1 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +6% darkness +8% fire +9% cold +7% lightning Mind.save +9 (+3 eff.) Disarm- +15% A cap made of leather. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 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. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Cun dps ---------- Melee+ 5 bleed Ranged+ 8 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +5% arcane Max.HP +97.00 HP.reg +1.20 Heal.mod +24% ---------- misc Hate/m.crit +1.00 Max.stam +5.00 Max.hate +7.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Nimbusnoon the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Max.HP +31.00 A belt that goes around your waist. |
| Main armor | hardened leather armour 'Starvein' (8 def, 24 armour) 9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +7 Dex dps ---------- Dmg.mod +9% light Melee Ret 30 physical On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +24 Defense +8 (+3 eff.) Fatigue +9% Resists +3% lightning Max.HP +125.00 HP.reg +4.70 Heal.mod +35% ---------- misc Light +3 A suit of armour made of leather. |
| On feet | pair of dwarven-steel boots 'Maluhir' (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +10 Fatigue +3% Resists +27% acid +9% lightning +6% darkness +5% arcane ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Scorchspire' (0 def, 4 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +10% fire Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +4 Resists +6% fire Heal.mod +15% Unarmed combat: Power 29.5 - 41.3 Physical Uses 43% Wil, 83% Cun Acc+ +0.1% dam / acc Acc +8 Apr +16 Crit +8.0% Atk.spd 125% Phasing +30% On Crit.r2 +8 physical On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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. |
| Cloak | Silethra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Wil +3 Cun +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) Heal/summ +10 ---------- misc Equi/ret +0.08 Psi/ret +0.04 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
medical injector implant of the warrior (efficiency 132% / cooldown 94%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 132% efficiency and cooldown mod of 94%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
brawler's hardened leather gloves of dispersion (0 def, 2 armour) =Dispersion=1.0 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Dex +5 Mag +5 Wil +2 Cun dps ---------- Melee+ 5 arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 15.5 - 17.1 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% crit / acc Acc +3 Apr +3 Crit +10.0% Atk.spd 167% Melee+ +6 arcane On Hit: 10% Set Up 3 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
9 agate0.0 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 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. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.0 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. |
lapis lazuli0.0 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. |
2 emerald0.0 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. |
garnet0.0 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. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 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. |
Automated Portable Extractor0.0 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Korlash the Drem Transcendent Fist level 18
5th Iron 123rd year of Ascendancy at 04:46 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Korlash the Drem Transcendent Fist level 11
32nd Dearth 122nd year of Ascendancy at 12:45 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Korlash the Drem Transcendent Fist level 23
17th Gold 123rd year of Ascendancy at 03:37 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Korlash the Drem Transcendent Fist level 17
20th Shortage 122nd year of Ascendancy at 03:43 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Korlash the Drem Transcendent Fist level 23
17th Gold 123rd year of Ascendancy at 20:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Korlash the Drem Transcendent Fist level 10
4th Profit 122nd year of Ascendancy at 19:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Korlash the Drem Transcendent Fist level 20
1st Steel 123rd year of Ascendancy at 10:09 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Korlash the Drem Transcendent Fist level 10
28th Profit 122nd year of Ascendancy at 11:46 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Korlash the Drem Transcendent Fist level 19
17th Iron 123rd year of Ascendancy at 09:14 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Korlash the Drem Transcendent Fist level 10
9th Wealth 122nd year of Ascendancy at 03:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Korlash the Drem Transcendent Fist level 10
6th Wealth 122nd year of Ascendancy at 20:25 see stats
They Came From Outer Space! (Nightmare (Adventure) difficulty)
Discovered the true origin of dwarves and drems.By Korlash the Drem Transcendent Fist level 22
6th Gold 123rd year of Ascendancy at 21:53 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Korlash the Drem Transcendent Fist level 19
16th Iron 123rd year of Ascendancy at 22:45 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Korlash the Drem Transcendent Fist level 15
13rd Shortage 122nd year of Ascendancy at 22:36 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 11 turns (stop reason: at exit).
You collect a new ingredient: lump of dwarven steel (1).
You gain 0.35 gold from the melting of dwarven-steel gauntlets (0 def, 2 armour).
You gain 5.05 gold from the melting of restorative pair of hardened leather boots of uncanny dodging (5 def, 3 armour).
You gain 2.71 gold from the melting of nightruned hardened leather belt of the giants.
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Ragynaridur the Strikekiss (4 def, 8 armour).
You collect a new ingredient: lump of stralite (1).
You gain 1.25 gold from the melting of stralite shield (10 def, 2 armour, 147.5 block).
You gain 3.70 gold from the melting of mighty reinforced leather sling.
You collect a new ingredient: lump of stralite (1).
You gain 5.50 gold from the melting of balanced stralite waraxe of erosion (31.5-44.1 power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.87 gold from the melting of insidious stralite mace (35-49 power, 5 apr).
You gain 5.76 gold from the melting of starlit stralite amulet of teleportation.
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Korlash deactivates Beyond the Flesh.
Korlash's Beyond the Flesh has been deactivated!
Korlash deactivates Metaphysical Blows.
Korlash's Metaphysical Blows has been deactivated!
Korlash deactivates Striking Stance.
Korlash's Striking Stance has been deactivated!
Korlash deactivates Kinetic Shield.
Korlash deactivates Charged Shield.
















































































