











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Cursed |
Level / Exp | 50 / 17% |
Size | huge |
Lifes / Deaths | Killed by armoured skeleton warrior at level 3 on the 75th Pyre 122nd year of Ascendancy at 21:16 0 / 9Killed by fleshy experiment at level 3 on the 75th Pyre 122nd year of Ascendancy at 23:05 Killed by skeleton mage at level 18 on the 5th Mirth 122nd year of Ascendancy at 08:40 Killed by ritch flamespitter at level 18 on the 5th Mirth 122nd year of Ascendancy at 11:10 Killed by Idindhro the shalore at level 21 on the 13rd Dusk 122nd year of Ascendancy at 18:04 Killed by elven cultist at level 33 on the 30th Dusk 122nd year of Ascendancy at 20:32 Killed by Eilinovea the sandworm at level 44 on the 44th Dusk 122nd year of Ascendancy at 17:19 Killed by Walcaad the halfling at level 44 on the 53rd Dusk 122nd year of Ascendancy at 12:50 Killed by Celia at level 50 on the 1st Haze 122nd year of Ascendancy at 17:45 |
Primary Stats
Strength | 154.17022496364 (base 60) |
Dexterity | 56.340449927278 (base 25) |
Constitution | 79.340449927278 (base 60) |
Magic | 20.170224963639 (base 12) |
Willpower | 68 (base 40) |
Cunning | 49.340449927278 (base 32) |
Resources
Life | -14/1725 |
Mana | 0/726 |
Hate | 92/123 |
Healing Factor | 1.487876784228 |
Regeneration | 6.1746886545461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 8 |
See Invisible | 13.340449927278 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 247 |
Accuracy | 62 |
Crit Chance | 24% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | -10% |
Physical | +5% |
Acid | -15% |
Blight | -17% |
Arcane | -12% |
Fire | -6% |
All | -21% |
Offense: Damage Penetration
Acid | +31% |
Darkness | +16% |
All | +6% |
Defense: Base
Armour (hardiness) | 43.292304923968 (86.818181818182%) |
Defense | 35 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 40 |
Mental Save | 52 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Lightning | + 51%( 70%) |
Light | + 20%( 70%) |
Physical | + 15%( 70%) |
Darkness | + 15%( 77%) |
Fire | + 45%( 70%) |
Mind | + 39%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 67% |
Bleed Resistance | 100% |
Confusion Resistance | 39% |
Fear Resistance | 100% |
Stun Resistance | 43% |
Poison Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 37.60 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: 16 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: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +10% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The target has been tethered to the location and has a 60% chance of being teleported back, creating an explosion for 124.64 physical and 124.64 temporal warp damage at both ends of the teleport. Spatial Tether |
detrimental effect | The target has been weakened, reducing all damage inflicted by 31%. Weakened |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 7. Poisons and diseases have a 14% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is unable to teleport and takes 290.57 temporal and 290.57 physical damage if they try. Dimensional Anchor |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+35). Continuum Destabilization |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.2)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 36% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target takes 45% more damage from necrotic minions. Rigor Mortis |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed mummified bone. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of greater demon bile. * '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.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.70 Healing mod.: +17% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.5 - 49.8 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +12.0% Capacity: 44 Turns elapse between self-loadings: 5 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Physical power: +12 (+2 eff.) Armour: +6 Changes stats: +1 Dex / +2 Con Changes resistances: +7% blight Changes resistances penetration: +6% all Mental save: +6 (+2 eff.) Life regen: +1.20 Light radius: +4 See stealth: +8 See invisible: +7 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 | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Str / +9 Dex / +14 Wil / +4 Cun / +4 Con Changes resistances: +19% blight / +6% acid Changes resistances penetration: +10% darkness / +25% acid Changes damage: +6% acid Mental save: +20 (+7 eff.) Curse of Corpses A cap made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 7 fire Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% fire Changes damage: +9% arcane / +4% fire Talent mastery: +0.20 Technique / Grappling Mental save: +9 (+3 eff.) Disarm immunity: +23% Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Cun / +3 Con Changes resistances: +12% acid / +35% fire / +11% cold / +13% lightning Changes damage: +11% fire Physical save: +12 (+3 eff.) Spellpower: +6 (+3 eff.) Light radius: +3 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.10 Cursed / Slaughter Confusion immunity: +20% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +39 (+10 eff.) Armour penetration: +12 Physical crit. chance: +9.0% Defense: +13 (+6 eff.) Damage when hit (Melee): 12 mind Changes stats: +13 Str / +2 Wil Changes resistances: +6% acid Changes damage: +26% physical Critical mult.: +19.00% Physical save: +10 (+3 eff.) Disarm immunity: +44% Stun/Freeze immunity: +15% Stamina when hit: +4.60 Hate when firing a critical mind attack: +4.00 Curse of Madness Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Changes resistances: +6% blight / +3% light / +5% arcane Reduced damage from: +36% Summoned Grants telepathy: Humanoid/Orc Physical save: +12 (+3 eff.) Spell save: +33 (+11 eff.) Maximum life: +97.00 Maximum mana: +42.00 Maximum stamina: +51.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +30.00 Maximum pos.energy: +32.00 Maximum neg.energy: +29.00 Mindpower: +18 (+4 eff.) Size category: +1 Reduces paradox anomalies(equivalent to willpower): +17 Curse of Shrouds A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 22% chance to blind * 11% chance to daze at end of turn Changes stats: +2 Dex / +1 Mag / +4 Con Changes resistances: +12% lightning / +11% light Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Mental save: +23 (+8 eff.) Curse of Madness A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 776% 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 Willpower 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 256.44 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Curse of Madness Massive two-handed mauls. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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 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. |
![]() Powered 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. |
![]() Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
Achievements
By Bort of Tort the Skeleton Cursed level 18
6th Mirth 122nd year of Ascendancy at 02:44 see stats
By Bort of Tort the Skeleton Cursed level 10
4th Mirth 122nd year of Ascendancy at 00:32 see stats
By Bort of Tort the Skeleton Cursed level 20
1st Summertide 122nd year of Ascendancy at 19:50 see stats
By Bort of Tort the Skeleton Cursed level 30
18th Dusk 122nd year of Ascendancy at 22:54 see stats
By Bort of Tort the Skeleton Cursed level 40
38th Dusk 122nd year of Ascendancy at 22:44 see stats
By Bort of Tort the Skeleton Cursed level 50
61st Dusk 122nd year of Ascendancy at 22:45 see stats
By Bort of Tort the Skeleton Cursed level 38
36th Dusk 122nd year of Ascendancy at 22:00 see stats
By Bort of Tort the Skeleton Cursed level 44
53rd Dusk 122nd year of Ascendancy at 12:51 see stats
Log
Burning from Celia hits Bort of Tort for 0 fire damage.
Ghoul is not dazed anymore.
Ghoul slows down.
Forgery of Haze (Celia) casts Dimensional Anchor.
Bort of Tort is dazed!
Celia casts Dimensional Anchor.
Bort of Tort is not dazed anymore.
Celia leeches life from Bort of Tort!
Celia receives 18 healing from Bort of Tort.
Celia hits Bort of Tort for 60 cold damage.
Bort of Tort is no longer rampaging.
Bort of Tort stops burning.
Bort of Tort speeds up.
Bort of Tort receives 68 healing from Ghoul's purging blight area effect.
Ghoul receives 54 healing from Ghoul's purging blight area effect.
Ghoul receives 54 healing from Ghoul's purging blight area effect.
Bort of Tort casts Rune: Shielding.
A shield forms around Bort of Tort.
Bort of Tort uses Ruined Earth.
Bort of Tort has been weakened.
Ghoul has been weakened.
Ghoul has been weakened.
Your shield crumbles under the damage!
The shield around Bort of Tort crumbles.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
The teleport fizzles!
Your hatred grows even as your life fades! (+4 hate)
Saving game...