







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist 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 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:
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: 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 | Cornac |
| Class | Necromancer |
| Level / Exp | 16 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 9 on the 3rd Mirth 122nd year of Ascendancy at 11:05 0 / 6Killed by devourer at level 13 on the 3rd Flare 122nd year of Ascendancy at 12:21 Killed by skeleton warrior at level 14 on the 9th Flare 122nd year of Ascendancy at 22:45 Killed by forest wight at level 14 on the 10th Flare 122nd year of Ascendancy at 00:41 Killed by Ivomina the cutpurse at level 16 on the 12nd Dusk 122nd year of Ascendancy at 04:43 Killed by elven cultist at level 16 on the 25th Dusk 122nd year of Ascendancy at 15:02 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 54 (base 43) |
| Willpower | 24 (base 13) |
| Cunning | 39 (base 31) |
Resources
| Life | -163/262 |
| Mana | 222/235 |
| Soul | 7/16 |
| Healing Factor | 1 |
| Regeneration | 2.05 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 31.547474534137 |
| See Invisible | 46.547474534137 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 18 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +29% |
| Lightning | +3% |
| Fire | +27% |
| Acid | +12% |
Offense: Damage Penetration
| Lightning | +20% |
| Fire | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 25 (32%) |
| Defense | 27 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Acid | + 18%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Spell / Divination | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| detrimental effect | Reduces global action speed by 20%. Slow |
| beneficial effect | The target is recovering 10 life each turn. Recovery |
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 |
You failed to protect the lost anorithil from death by skeleton mage. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by orc warrior. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emelann (13 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Wil +4 Cun ----- def ----- Armour +3 Defense +13 (+7 eff.) Fatigue +3% ---------- misc See.Invis +15 Evasion: (Instant) Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Brandbrawn the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +3% darkness +24% fire Res.pen +10% fire Melee Ret 16 fire ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
| Tool | ash wand of trap destruction 'Xalle' [power 38] (12 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Mind.save +6 (+3 eff.) Disarm traps (38 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 12 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
| On fingers | warrior's gold ring of darkness (+22%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings can have magical properties. |
| Around neck | gold amulet 'Urukan'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue -7% Resists +3% mind +6% darkness HP.reg +1.80 Stun/Frz- +10% Amulets can have magical properties. |
| In main hand | Zisin the Flashmark (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to daze at end of turn While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +3% lightning +3% fire +15% darkness Res.pen +20% lightning ----- def ----- Armour +9 Hardiness +2% Defense +5 (+3 eff.) Phys.save +3 (+3 eff.) ---------- misc Wards +2 darkness Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
| Main armor | focusing woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid ---------- misc Mana/turn +0.15 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 19 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 116.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 116.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| Around waist | blurring rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +10 (+5 eff.) Stealth +5 Max.HP +33.00 A belt that goes around your waist. |
Inventory
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets can have magical properties. |
mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +22% ---------- misc Max.enc +21 Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
magewarrior's short ash vilestaff of blood (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 draining blight While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +8.00% Phys.pwr +5 (+5 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +10% blight Acc +7 (+3 eff.) ----- def ----- HP.leech%% +5% HP.leech +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was corrupted by the digestive sack. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Swordshatter Shots (20/20, 120% power, 15 apr)3.0 T2 shot ammo Reqs Dex 20 [Unique] Arcane/Master Power 121% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +5.0% Capacity 20 Ranged+ +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
Relian Garland (0 def, 0 armour)2.0 T2 head armor [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +10% nature ----- def ----- Mind.save +5 (+2 eff.) Heal/summ +20 Sleeping Spores: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Release spores into the area to put nearby enemies to sleep for 2 turns. At first you thought it was flower arrangement, but it is designed to worn on your head?! The scent from the tropical flowers makes you feel focussed and sleepy at the same time. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Str 16 Heavy Armour Training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+10 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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. |
3 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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 150 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Loon the Cornac Necromancer level 10
8th Mirth 122nd year of Ascendancy at 10:49 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Loon the Cornac Necromancer level 16
12nd Dusk 122nd year of Ascendancy at 11:26 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Loon the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 08:01 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Loon the Cornac Necromancer level 9
6th Mirth 122nd year of Ascendancy at 02:55 see stats
Log
Weakness Disease from Elven cultist killed Skeleton mage!
Decrepitude Disease from Elven blood mage hits Skeleton warrior for 25 blight damage.
Rotting Disease from Elven blood mage hits Ghoulking for 25 blight damage.
Decrepitude Disease from Elven blood mage killed Skeleton warrior!
Skeleton master archer shoots!
Elven cultist casts Soul Rot.
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Skeleton master archer's Shoot hits Elven blood mage for 67 physical damage.
Loon casts Invoke Darkness.
Armoured skeleton warrior casts Rune: Acid Wave.
Armoured skeleton warrior is free from the rotting disease.
Elven blood mage is disarmed!
Rotting Disease from Elven cultist hits Armoured skeleton warrior for 49 blight damage.
Armoured skeleton warrior hits Elven blood mage for 109 acid damage.
Loon hits Elven blood mage for 143 darkness damage.
Elven blood mage casts Blood Boil.
Loon is recovering from the damage!
Loon slows down.
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Elven cultist slows down.
Skeleton master archer shoots!
Rotting Disease from Elven blood mage hits Ghoulking for 21 blight damage.
Elven blood mage hits Something for 113 blight damage.
Elven blood mage hits Loon for 113 blight damage.
Elven blood mage hits Ghoulking for 113 blight damage.
Elven blood mage hits Elven cultist for 113 blight damage.
Saving game...










































































