Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Corruptor |
| Level / Exp | 31 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Yvuvena the red jelly at level 15 on the 64th Dusk 122nd year of Ascendancy at 05:07 0 / 8Killed by Grgglck's Tentacle at level 17 on the 2nd Haze 122nd year of Ascendancy at 07:45 Killed by gwelgoroth at level 20 on the 25th Regrowth 123rd year of Ascendancy at 21:16 Killed by Gloradhewen the ancient elven mummy at level 24 on the 14th Dusk 123rd year of Ascendancy at 02:06 Killed by wretchling at level 26 on the 30th Dusk 123rd year of Ascendancy at 09:50 Killed by Yvilaith the elven guard at level 28 on the 60th Dusk 123rd year of Ascendancy at 18:46 Killed by Doomed Shade of Baewan at level 31 on the 19th Regrowth 124th year of Ascendancy at 18:11 Killed by orc necromancer at level 31 on the 33rd Regrowth 124th year of Ascendancy at 10:07 |
Primary Stats
| Strength | 33 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 73 (base 60) |
| Magic | 84 (base 60) |
| Willpower | 31 (base 13) |
| Cunning | 24 (base 12) |
Resources
| Life | -111/916 |
| Vim | 0/168 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +119.5% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 16 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53.666666666667 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.65 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Blight | +32% |
| Arcane | +12% |
| Cold | +27% |
| All | 0% |
| Lightning | +22% |
| Light | +21% |
| Mind | +10% |
| Fire | +12% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 37 (70%) |
| Defense | 21.75 |
| Ranged Defense | 21.75 |
| Fatigue | 14 |
| Physical Save | 36.9875 |
| Spell Save | 38.5625 |
| Mental Save | 20.0625 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 38%( 75%) |
| Light | + 59%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 66%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 332 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Blood Fury |
| talent | Willful Tormenter |
| detrimental effect | The target is on fire, taking 41.86 fire damage per turn. Burning |
| detrimental effect | The target is hexed, granting it 40% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Reduces physical damage received by 20%. Earthen Barrier |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Constitution 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 Wrathroot. * 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 Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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: 410. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within19 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Erelorarion the drakeskin leather cap (0 def, 5 armour) Erelorarion the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +1 Mag Damage when the wearer is hit: 8 physical Changes resistances: +23% fire / +25% cold / +12% lightning / +13% acid Maximum encumbrance: +20 Physical save: +6 Maximum stamina: +15.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 130.05 physical damage. If the attack hits, the target is confused 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 cap made of leather. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
| On fingers | conjurer's gold ring of light (+22%) conjurer's gold ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +5 Mag Changes resistances: +22% light Changes damage: +11% light Spellpower: +5 Rings can have magical properties. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid This ring shines with many colors. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | potent elven-wood vilestaff of might (32-38.4 power, 5 apr, blight damage) potent elven-wood vilestaff of might (32-38.4 power, 5 apr, blight damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +32% blight Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 8/16) : Effective talent level: 3.0 Power cost: 16 out of 8/16. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 56.73 to 170.18 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 poison / 20 slime Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | spellcowled cashmere cloak of mindcraft (2 def, 0 armour) spellcowled cashmere cloak of mindcraft (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +5 Wil / +2 Cun Spell save: +6 Maximum mana: +57.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. 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 33/60) : Effective talent level: 2.0 Power cost: 30 out of 33/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% 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
movement infusion (652% speed; 8 turns) movement infusion (652% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 652% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's movement infusion (864% speed; 4 turns) titan's movement infusion (864% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 864% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
potent elven-wood vilestaff of protection (31-37.2 power, 5 apr, blight damage) potent elven-wood vilestaff of protection (31-37.2 power, 5 apr, blight damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% blight Changes damage: +31% blight Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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, costing 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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Baewan the Skeleton Corruptor level 28
75th Dusk 123rd year of Ascendancy at 01:38 see stats
Against all odds
Killed Ukruk in the ambush.By Baewan the Skeleton Corruptor level 27
33rd Dusk 123rd year of Ascendancy at 08:41 see stats
Brave new world
Went to the Far East and took part in the war.By Baewan the Skeleton Corruptor level 31
25th Regrowth 124th year of Ascendancy at 13:44 see stats
Bringer of Doom
Killed a Bringer of Doom.By Baewan the Skeleton Corruptor level 21
43rd Regrowth 123rd year of Ascendancy at 03:09 see stats
Clone War
Destroyed your own Shade.By Baewan the Skeleton Corruptor level 31
19th Regrowth 124th year of Ascendancy at 18:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Baewan the Skeleton Corruptor level 22
73rd Regrowth 123rd year of Ascendancy at 10:37 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Baewan the Skeleton Corruptor level 29
3rd Haze 123rd year of Ascendancy at 17:33 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Baewan the Skeleton Corruptor level 31
18th Regrowth 124th year of Ascendancy at 02:58 see stats
Exterminator
Killed 1000 creatures.By Baewan the Skeleton Corruptor level 14
55th Dusk 122nd year of Ascendancy at 23:50 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Baewan the Skeleton Corruptor level 20
25th Regrowth 123rd year of Ascendancy at 18:26 see stats
Fear me not!
Survived the Fearscape!By Baewan the Skeleton Corruptor level 25
23rd Dusk 123rd year of Ascendancy at 09:18 see stats
Guiding Hand
Saved all escorted adventurers.By Baewan the Skeleton Corruptor level 27
33rd Dusk 123rd year of Ascendancy at 05:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Baewan the Skeleton Corruptor level 20
17th Regrowth 123rd year of Ascendancy at 20:08 see stats
Level 10
Got a character to level 10.By Baewan the Skeleton Corruptor level 10
6th Dusk 122nd year of Ascendancy at 06:27 see stats
Level 20
Got a character to level 20.By Baewan the Skeleton Corruptor level 20
16th Regrowth 123rd year of Ascendancy at 19:05 see stats
Level 30
Got a character to level 30.By Baewan the Skeleton Corruptor level 30
3rd Haze 123rd year of Ascendancy at 17:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Baewan the Skeleton Corruptor level 18
22nd Haze 122nd year of Ascendancy at 16:08 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Baewan the Skeleton Corruptor level 28
62nd Dusk 123rd year of Ascendancy at 09:56 see stats
Size matters
Did over 600 damage in one attack.By Baewan the Skeleton Corruptor level 29
78th Dusk 123rd year of Ascendancy at 15:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Baewan the Skeleton Corruptor level 30
3rd Haze 123rd year of Ascendancy at 19:30 see stats
The Arena
Unlocked Arena mode.By Baewan the Skeleton Corruptor level 8
9th Flare 122nd year of Ascendancy at 20:10 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Baewan the Skeleton Corruptor level 22
79th Regrowth 123rd year of Ascendancy at 12:41 see stats
The secret city
Discovered the truth about mages.By Baewan the Skeleton Corruptor level 15
58th Dusk 122nd year of Ascendancy at 19:42 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Baewan the Skeleton Corruptor level 22
55th Regrowth 123rd year of Ascendancy at 08:35 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Baewan the Skeleton Corruptor level 22
78th Regrowth 123rd year of Ascendancy at 16:46 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Baewan the Skeleton Corruptor level 19
13rd Regrowth 123rd year of Ascendancy at 11:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Baewan the Skeleton Corruptor level 14
57th Dusk 122nd year of Ascendancy at 08:28 see stats
Unstoppable
Returned from the dead.By Baewan the Skeleton Corruptor level 31
19th Regrowth 124th year of Ascendancy at 18:11 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Baewan the Skeleton Corruptor level 26
31st Dusk 123rd year of Ascendancy at 10:58 see stats
Log
Orc blood mage casts Rune: Acid Wave.
Orc blood mage hits Baewan for 93 acid damage.
Orc blood mage hits Elyra the orc blood mage for 116 acid damage.
Orc blood mage calms down.
Talent Blood Spray is ready to use.
Elyra the orc blood mage hits Baewan for 40 darkness damage.
Orc blood mage hits Baewan for 31 fire damage.
Elyra the orc blood mage casts Blood Grasp.
Baewan casts Rune: Teleportation.
Elyra the orc blood mage calms down.
Baewan hits Elyra the orc blood mage for 27 blight damage.
Orc corruptor calms down.
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Talent Blood Boil is ready to use.
Talent Blood Grasp is ready to use.
Elyra the orc blood mage hits Baewan for 33 darkness damage.
Orc blood mage hits Baewan for 31 fire damage.
Orc necromancer uses Orcish Fury.
Orc necromancer enters a state of bloodlust.
Talent Drain is ready to use.
Baewan is no longer cursed.
Orc blood mage hits Baewan for 31 fire damage.
Orc necromancer casts Invoke Darkness.
Saving done.
Saving done.
Saving game...
