










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.6 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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: 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. High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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:
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 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:
Prodigy Tweaks 1.5.5 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 12 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Mayorathra the brown bear at level 9 on the 28th Voratun 122nd year of Ascendancy at 06:10 2 / 2Killed by corrupted cutpurse at level 10 on the 23rd Wealth 122nd year of Ascendancy at 21:50 |
Primary Stats
| Strength | 23 (base 17) |
| Dexterity | 21 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 32 (base 27) |
| Willpower | 19 (base 13) |
| Cunning | 29 (base 27) |
Resources
| Psi | 109/109 |
| Equilibrium | 498 |
| Vim | 136/144 |
| Life | 296/296 |
| Positive | 0/73 |
| Stamina | 168/168 |
| Paradox | 12 |
| Healing Factor | 1.5561497326203 |
| Regeneration | 3.1901069518717 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.551211628464 (74.117647058824%) |
| Defense | 32 |
| Ranged Defense | 36 |
| Fatigue | 40 |
| Physical Save | 23 |
| Spell Save | 18 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 47%( 70%) |
| All | 0%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and 1 poison effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Doom shield | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Beyond the Flesh |
| talent | Mitosis |
| talent | Weapon Folding |
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 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * '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 skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within2 lumberjacks have died. | 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 | Beradin the ash magestaff (15-18 power, 3 apr, fire element) =4 Con=5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +10 (+5 eff.) Dmg.mod +15% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+2 eff.) Resists +6% acid +6% temporal +6% nature HP.reg +0.60 Heal.mod +10% ---------- misc Light +2 Talents +1 Flame Bolts +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 53.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Blindsever (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +4 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane 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. |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.70 Max.stam +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Around neck | copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
| In main hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 84% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold +17% physical Dmg.red +7 physical ---------- misc Max.Air +20.00 Talents +2 Block Masteries +0.20 Wild-gift/Rain On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic steel shield of lightning resistance (+17%) (6 def, 2 armour, 19.5-23.4 power, 39.5 block) 7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 19.5 - 23.4 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 7 acid Melee Ret 11 acid ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +17% lightning +15% acid Dmg.red +5 acid ---------- misc Talents +2 Block Handheld deflection devices. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron plate armour (3 def, 7 armour) 17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% ---------- misc Talents +1 Fiery Cleansing A suit of armour made of metal plates. |
Inventory
elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing iron dagger of phasing (10.5-13.65 power, 10 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 27% Wil, 27% Cun Acc+ +0.5% APR / acc Apr +10 Crit +4.0% Atk.spd 100% Phasing +9% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
psychokinetic pouch of iron shots of paradox (23/23, 14-16.8 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Psionic Power 14.0 - 16.8 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 23 Ranged+ +15 physical +5 temporal On Hit: * 5% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
steel shield of radiance (6 def, 2 armour, 11.5-13.8 power, 39.5 block) =4 Con=7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 11.5 - 13.8 Physical Uses 60% Wil Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +12 light While equipped: Stats +2 Mag +4 Con dps ---------- On Melee Ret: * 11% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +14% light +0% physical Dmg.red +0 physical ---------- misc Talents +2 Block Handheld deflection devices. |
Hettiduvor the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +5% arcane Spell.save +3 (+2 eff.) HP.reg +0.90 Heal.mod +11% Poison- +15% Confus- +5% A belt that goes around your waist. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
Morbusmonster (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Cut- +20% Stun/Frz- +5% Teleport- +5% A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour) =2 Con=2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
2 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. |
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. |
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. |
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. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
quick iron torque of thermal psionic shield [power 19] (16 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 19 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
natural elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
demon seed [wretchling] (level 8, finger)0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 13, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 9, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 12, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 10, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Mana/turn +0.50 Talents +1 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 14, offhand)0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +17% fire Dmg.red +7 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 12, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Res.pen +10% darkness ----- def ----- Dmg.red +6 darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 8, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +14% blight Dmg.red +4 blight Demon status: alive (100% life). The seed of a demon. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Korlash the Drem Adventurer level 10
13rd Profit 122nd year of Ascendancy at 11:32 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Korlash the Drem Adventurer level 10
28th Voratun 122nd year of Ascendancy at 13:26 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Korlash the Drem Adventurer level 10
24th Wealth 122nd year of Ascendancy at 02:27 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Korlash the Drem Adventurer level 10
31st Voratun 122nd year of Ascendancy at 14:27 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Korlash the Drem Adventurer level 5
19th Voratun 122nd year of Ascendancy at 03:57 see stats
Log
Deformed wolf shrugs off the effect 'Slow'!
Shield of Light hits Deformed wolf for 18 light, 13 acid, 21 temporal (53 total damage).
Korlash's Beyond the Flesh hits Deformed wolf for 18 physical, 13 acid, 16 physical, 21 temporal (69 total damage).
Korlash's Beyond the Flesh killed Deformed wolf!
Talent Frenzy is ready to use.
Talent Demon Seed is ready to use.
Korlash picks up (i.): agate.
Resting starts...
Talent Fold Gravity is ready to use.
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Korlash deactivates Shield of Light.
Korlash's Shield of Light has been deactivated!
Korlash deactivates Beyond the Flesh.
Korlash's Beyond the Flesh has been deactivated!
Korlash deactivates Weapon Folding.
Korlash's Weapon Folding has been deactivated!
Korlash deactivates Mitosis.
Korlash's Mitosis has been deactivated!















































































