Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 21 / 17% |
Size | big |
Lifes / Deaths | Killed by Half-Finished Bone Giant at level 2 on the 76th Pyre 122nd year of Ascendancy at 08:39 / 32Killed by Mayunor the vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 15:44 Killed by Mayunor the vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 16:32 Killed by Arakira the lesser vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 17:16 Killed by Arakira the lesser vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 17:27 Killed by Eilinyriada the lesser vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 18:33 Killed by Iviwen the vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 19:35 Killed by Mayunor the vampire at level 11 on the 15th Dusk 122nd year of Ascendancy at 20:31 Killed by Islegarewen the ghoul at level 11 on the 15th Dusk 122nd year of Ascendancy at 21:48 Killed by Islegarewen the ghoul at level 11 on the 15th Dusk 122nd year of Ascendancy at 22:50 Killed by Iviwen the vampire at level 11 on the 16th Dusk 122nd year of Ascendancy at 00:15 Killed by Iviwen the vampire at level 11 on the 16th Dusk 122nd year of Ascendancy at 01:56 Killed by Mayunor the vampire at level 11 on the 16th Dusk 122nd year of Ascendancy at 03:06 Killed by Iviwen the vampire at level 11 on the 16th Dusk 122nd year of Ascendancy at 04:41 Killed by skeleton master archer at level 11 on the 16th Dusk 122nd year of Ascendancy at 05:53 Killed by Mayunor the vampire at level 11 on the 16th Dusk 122nd year of Ascendancy at 06:55 Killed by skeleton master archer at level 11 on the 16th Dusk 122nd year of Ascendancy at 08:24 Killed by Forgery of Haze (Iviwen the vampire) at level 11 on the 16th Dusk 122nd year of Ascendancy at 09:43 Killed by Islegarewen the ghoul at level 11 on the 16th Dusk 122nd year of Ascendancy at 11:24 Killed by Elildanne the ghoul at level 11 on the 16th Dusk 122nd year of Ascendancy at 13:20 Killed by skeleton mage at level 12 on the 16th Dusk 122nd year of Ascendancy at 14:44 Killed by Emirin the cutpurse at level 14 on the 29th Dusk 122nd year of Ascendancy at 19:38 Killed by snow giant thunderer at level 16 on the 48th Dusk 122nd year of Ascendancy at 09:28 Killed by Cyruminor the snow giant at level 17 on the 50th Dusk 122nd year of Ascendancy at 11:17 Killed by Xurithra the ghast at level 17 on the 50th Dusk 122nd year of Ascendancy at 13:28 Killed by Tron at level 20 on the 10th Haze 122nd year of Ascendancy at 03:58 Killed by skeleton mage at level 20 on the 10th Haze 122nd year of Ascendancy at 07:25 Killed by Xeba the Guardian at level 20 on the 10th Haze 122nd year of Ascendancy at 12:34 Killed by elven mage at level 20 on the 26th Haze 122nd year of Ascendancy at 13:42 Killed by elven corruptor at level 21 on the 27th Haze 122nd year of Ascendancy at 03:05 Killed by Grand Corruptor at level 21 on the 27th Haze 122nd year of Ascendancy at 07:44 Killed by Grand Corruptor at level 21 on the 27th Haze 122nd year of Ascendancy at 09:19 |
Primary Stats
Strength | 49 (base 15) |
Dexterity | 64 (base 42) |
Constitution | 59 (base 46) |
Magic | 11 (base 10) |
Willpower | 37 (base 10) |
Cunning | 29 (base 12) |
Resources
Life | 639/639 |
Stamina | 202/202 |
Healing Factor | 1.25 |
Regeneration | 9.0777654473814 |
Speed
Mental | -28.571428571429% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 110 |
Accuracy | 65 |
Crit Chance | 62% |
APR | 66 |
Speed | 1.12 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 33.25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 71.8 (100%) |
Defense | 30.95 |
Ranged Defense | 32.95 |
Fatigue | 12 |
Physical Save | 40.225 |
Spell Save | 36.4375 |
Mental Save | 28.4875 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 29% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 222 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Archery excellence | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Aim |
talent | Intuitive Shots |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by yellow ooze. Escort: injured seer (level 1 of Old Forest) | failed |
Escort the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell) | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 54. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. 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 vial of squid ink. * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | miner's pair of hardened leather boots of uncanny dodging (3 def, 9 armour) miner's pair of hardened leather boots of uncanny dodging (3 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Infravision radius: +1 A pair of boots made of leather. |
Quiver | quiver of yew arrows 'Silera' (55/55, 31-43.4 power, 10 apr) quiver of yew arrows 'Silera' (55/55, 31-43.4 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 55 Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances: +5% fire Changes damage: +5% mind Light radius: +2 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 | Radhobers the elven-silk wizard hat (3 def, 0 armour) Radhobers the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +1 Dex / +1 Mag / +8 Wil / +8 Cun Changes resistances: +22% lightning / +9% light / +3% acid Changes damage: +15% lightning Spell save: +10 (+5 eff.) Mindpower: +9 (+4 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 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 20 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. |
Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Raventaint RaventaintRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 2) on crit: +2 blight When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +12% physical Changes damage: +12% physical Longbows are used to shoot arrows at your foes. |
On hands | Coalsweep (0 def, 9 armour) Coalsweep (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 8 physical Changes stats: +8 Str / +3 Dex / +4 Wil / +3 Cun / +4 Con Changes resistances: +5% arcane / +3% lightning Changes damage: +6% physical Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) Spell save: +3 (+2 eff.) Disarm immunity: +29% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+4 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 64.41 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
miner's pair of iron boots of uncanny dodging (3 def, 7 armour) miner's pair of iron boots of uncanny dodging (3 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather cap 'Chargebrace' (0 def, 3 armour) hardened leather cap 'Chargebrace' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane / +6% lightning Poison immunity: +15% Mindpower: +5 (+2 eff.) A cap made of leather. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 242/400. 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Achievements
By Tron the Skeleton Archer level 11
7th Dusk 122nd year of Ascendancy at 09:39 see stats
By Tron the Skeleton Archer level 17
50th Dusk 122nd year of Ascendancy at 03:15 see stats
By Tron the Skeleton Archer level 17
49th Dusk 122nd year of Ascendancy at 14:40 see stats
By Tron the Skeleton Archer level 14
31st Dusk 122nd year of Ascendancy at 08:47 see stats
By Tron the Skeleton Archer level 10
6th Flare 122nd year of Ascendancy at 05:54 see stats
By Tron the Skeleton Archer level 20
10th Haze 122nd year of Ascendancy at 03:58 see stats
By Tron the Skeleton Archer level 18
61st Dusk 122nd year of Ascendancy at 14:48 see stats
By Tron the Skeleton Archer level 15
37th Dusk 122nd year of Ascendancy at 18:28 see stats
By Tron the Skeleton Archer level 6
1st Summertide 122nd year of Ascendancy at 08:40 see stats
By Tron the Skeleton Archer level 13
29th Dusk 122nd year of Ascendancy at 03:53 see stats
By Tron the Skeleton Archer level 19
8th Haze 122nd year of Ascendancy at 05:02 see stats
By Tron the Skeleton Archer level 6
9th Mirth 122nd year of Ascendancy at 07:24 see stats
By Tron the Skeleton Archer level 15
37th Dusk 122nd year of Ascendancy at 22:22 see stats
Log
Space around you starts to dissolve...
You are yanked out of this place!
You gain 3.62 gold from the transmogrification of enlightening cured leather armour of fire resistance (2 def, 4 armour).
You gain 2.30 gold from the transmogrification of dwarven-steel gauntlets of strength (+3) (0 def, 2 armour).
You gain 25.00 gold from the transmogrification of Fists of the Desert Scorpion (8 def, 4 armour).
You gain 1.56 gold from the transmogrification of spellwoven cashmere robe of the mind (+13%) (2 def, 0 armour).
You gain 3.24 gold from the transmogrification of inquisitor's dwarven-steel waraxe (19-26.6 power, 4 apr).
You gain 6.54 gold from the transmogrification of infernal yew magestaff (20-24 power, 4 apr, lightning element).
You gain 3.18 gold from the transmogrification of runic hardened leather sling.
You gain 1.49 gold from the transmogrification of thorny mindstar of slime (9.5-10.45 power, 24 apr, mind damage).
You gain 1.57 gold from the transmogrification of flaming dwarven-steel longsword (23.5-32.9 power, 4 apr).
You gain 3.99 gold from the transmogrification of manaburning dwarven-steel battleaxe of amnesia (33-49.5 power, 2 apr).
You gain 1.88 gold from the transmogrification of acid wave rune of the wizard (68 acid damage; dur 5; apply 28).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving done.
Tron deactivates Intuitive Shots.
Tron deactivates Aim.