










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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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:
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 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: 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:
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 | Stone Warden |
| Level / Exp | 22 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 18 on the 19th Iron 123rd year of Ascendancy at 20:49 0 / 6Killed by war hound at level 20 on the 2nd Stralite 123rd year of Ascendancy at 23:20 Killed by oozing horror at level 22 on the 5th Stralite 123rd year of Ascendancy at 07:20 Killed by Kroltar the Scourge at level 22 on the 5th Stralite 123rd year of Ascendancy at 11:48 Killed by Kroltar the Scourge at level 22 on the 5th Stralite 123rd year of Ascendancy at 14:43 Killed by Kroltar the Scourge at level 22 on the 5th Stralite 123rd year of Ascendancy at 16:49 |
Primary Stats
| Strength | 47 (base 51) |
| Dexterity | 2 (base 10) |
| Constitution | 2 (base 10) |
| Magic | 40 (base 35) |
| Willpower | 34 (base 22) |
| Cunning | 18 (base 10) |
Resources
| Life | -137/624 |
| Mana | 140/366 |
| Equilibrium | 105 |
| Steam | 100/100 |
| Healing Factor | 1.2302325581395 |
| Regeneration | 0.30755813953488 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +62.948207171315% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 17 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 23 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 23 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44 (87.462686567164%) |
| Defense | 22 |
| Ranged Defense | 33 |
| Fatigue | 39 |
| Physical Save | 17 |
| Spell Save | 30 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 42%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 69%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 23%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 59% |
| Silence Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 129 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 395% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shards |
| talent | Chant of Fortitude |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 16. Illness |
| detrimental effect | The target is infected by a disease, reducing its speed by 59% and doing 24.48 blight damage per turn. Crippling Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. * '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.' Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! You 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
| On feet | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +4 Fatigue +3% Resists +10% blight Silence- +30% Confus- +29% Stun/Frz- +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather hat 'Chamas' (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +6 Wil +3 Cun dps ---------- Acc +9 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +9% light Confus- +10% Stun/Frz- +15% ---------- misc Light +5 A hat made of leather. Very stylish. |
| On hands | dwarven-steel gauntlets 'Belyrath' (6 def, 8 armour)1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 16 mind 16 darkness On Hit (Melee): * 13% chance to cause random gloom ----- def ----- Armour +8 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +5% arcane +2% physical Spell.save +15 (+7 eff.) Mind.save -12 (-11 eff.) Die.at -80.00 life Blind- +10% Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Polesewen (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag +5 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Fatigue -10% Resists +6% darkness +5% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 14.24 cold and 12.38 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-6 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
| In main hand | Shinelace (8 def, 2 armour, 28.5-34.2 power, 80.5 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +80 Melee+ +12 lightning On Crit.r2 +8 light On Hit: * 40% chance to blind While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +3% lightning Max.HP +45.00 ---------- misc Light +3 Talents +3 Block Handheld deflection devices. |
| 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 dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 29.5-35.4 power, 84.5 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +84 On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 6 acid Melee Ret 18 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +17% cold ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour of temporal resistance (5 def, 11 armour)17.0 T3 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +17% temporal A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 134% / cooldown 53%)0.1 T1 implant scroll [Normal] 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 134% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 100% / cooldown 84%)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 100% efficiency and cooldown mod of 84%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wanderer's gold amulet of constitution (+3) =10 Con 4 Cun=0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Cun +10 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Growjeer the copper ring =2 Con=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +4 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Spell.save +11 (+5 eff.) HP.reg +0.60 ---------- misc Max.stam +10.00 Rings can have magical properties. |
Nightsong =6 Cun=0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Elenokor the iron greatsword (15.5-24.8 power, 1 apr) =6 Mag=3.0 T1 greatsword 2H weapon [Rare] Nature Power 15.5 - 24.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature +7 temporal While equipped: Stats +6 Mag +3 Wil +2 Con dps ---------- Dmg.mod +12% acid ---------- misc Light +3 Infravis +2 Massive two-handed swords. |
Isiritira (10-15 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Melee+ +12 mind Uses 1.0 Steam When used to Attack: Melee+ +11 temporal While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Melee Ret 12 temporal On Hit (Melee): * 20% chance to disease ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +9% blight +12% temporal ---------- misc Max.psi +20.00 Talents +1 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (319) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
slimy linen robe of fire (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% fire On Melee Ret: * Slows global speed by 4% * 4 arcane resource burn ----- def ----- Resists +18% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) =4 Wil 3 Cun=2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+6 eff.) Send out a range 5 beam of kinetic energy, dealing 25.87 to 32.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Isuth the cashmere cloak (10 def, 0 armour) =8 Con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Con dps ---------- Melee Ret 12 mind ----- def ----- Defense +10 (+5 eff.) Phys.save +8 (+5 eff.) ---------- misc Light +2 See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Poladamina' (12 def, 0 armour) =4 Cun=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +6% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Melee Ret 16 mind ----- def ----- Defense +12 (+6 eff.) Phys.save +7 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bregitodin (0 def, 1 armour) =4 Con=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% ----- def ----- Armour +1 Fatigue +1% Resists +1% physical Phys.save +5 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.20 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =4 Wil 4 Cun=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
iron gauntlets 'Cystpyre' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Res.pen +10% physical ----- def ----- Armour +1 Resists +6% cold +3% physical ---------- misc Max.stam +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +6% light Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat of knowledge (2 def, 0 armour) =4 Wil 4 Cun=2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid +7% cold +5% fire +8% arcane +3% lightning Acc +0 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +0 A pointy cloth hat, very wizardly... |
hardened leather hat 'Goruzilagrim' (0 def, 7 armour) =4 Con=2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Con dps ---------- Dmg.mod +12% mind Acc +0 (+0 eff.) Melee Ret 8 mind 7 physical ----- def ----- Armour +7 Fatigue +3% Mind.save +6 (+3 eff.) ---------- misc Light +0 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 138.2 Physical damage. If the attack hits, the target is confused (11% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
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. |
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. |
2 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. |
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. |
5 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 onyx0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
66 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
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. |
iron torque of thermal psionic shield 'Cracklewither' [power 27] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% arcane +15% lightning Res.pen +25% arcane ----- def ----- Resists +9% lightning ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Korlash the Drem Stone Warden level 14
13rd Shortage 122nd year of Ascendancy at 14:33 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Korlash the Drem Stone Warden level 10
11st Dearth 122nd year of Ascendancy at 09:27 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Korlash the Drem Stone Warden level 19
15th Steel 123rd year of Ascendancy at 18:03 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Korlash the Drem Stone Warden level 10
11st Dearth 122nd year of Ascendancy at 09:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Korlash the Drem Stone Warden level 20
16th Steel 123rd year of Ascendancy at 15:50 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Korlash the Drem Stone Warden level 10
33rd Dearth 122nd year of Ascendancy at 16:53 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Korlash the Drem Stone Warden level 19
15th Steel 123rd year of Ascendancy at 16:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Korlash the Drem Stone Warden level 9
2nd Dearth 122nd year of Ascendancy at 17:36 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Korlash the Drem Stone Warden level 13
2nd Shortage 122nd year of Ascendancy at 13:22 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Korlash the Drem Stone Warden level 20
27th Steel 123rd year of Ascendancy at 10:38 see stats
Log
Kroltar the Scourge hits Korlash for (19 absorbed), 0 blight, (6 absorbed), 0 light (0 total damage).
Black Blood Bleeding from Korlash hits Kroltar the Scourge for (16 absorbed), 0 darkness (0 total damage).
Korlash is free from the decaying ground.
Talent Infusion: Healing is ready to use.
Crippling Disease from Kroltar the Scourge hits Korlash for (20 absorbed), 0 blight (0 total damage).
Kroltar the Scourge casts Overgrowth.
Kroltar the Scourge suddently grows.
Kroltar the Scourge misses Korlash.
Black Blood Bleeding from Korlash hits Kroltar the Scourge for (8 absorbed), 0 darkness (0 total damage).
Crippling Disease from Kroltar the Scourge hits Korlash for (14 absorbed), 0 blight (0 total damage).
Tentacle 'tree' turns into floor.
Tentacle 'tree' turns into floor.
Tentacle 'tree' turns into floor.
Tentacle 'tree' turns into floor.
Kroltar the Scourge stops regenerating health quickly.
Black Blood Bleeding from Korlash hits Kroltar the Scourge for (8 absorbed), 0 darkness (0 total damage).
Crippling Disease from Kroltar the Scourge hits Korlash for (13 absorbed), 0 blight (0 total damage).
Kroltar the Scourge casts Augment Despair.
Your shield crumbles under the damage!
The shield around Korlash crumbles.
Kroltar the Scourge hits Korlash for (2 absorbed), 51 blight, 70 blight (121 total damage).
The shield around Kroltar the Scourge crumbles.
Black Blood Bleeding from Korlash hits Kroltar the Scourge for (8 absorbed), 0 darkness (0 total damage).
Talent Elemental Split is ready to use.
Crippling Disease from Kroltar the Scourge hits Korlash for 18 blight damage.
Kroltar the Scourge breathes a wave of maggots!
Saving game...



























































































