










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Items Vault 1.5.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: 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 | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 21 / 75% |
Size | medium |
Lifes / Deaths | Killed by Betara the large white snake at level 12 on the 33rd Dusk 122nd year of Ascendancy at 18:57 0 / 5Killed by Neroth the rattlesnake at level 15 on the 44th Dusk 122nd year of Ascendancy at 15:35 Killed by Xeruda the giant carpenter ant at level 19 on the 48th Haze 122nd year of Ascendancy at 15:57 Killed by Salatta the wolf at level 21 on the 72nd Haze 122nd year of Ascendancy at 10:05 Killed by Yvyna the grave wight at level 21 on the 73rd Haze 122nd year of Ascendancy at 22:28 |
Primary Stats
Strength | 31 (base 24) |
Dexterity | 20 (base 10) |
Constitution | 40 (base 34) |
Magic | 44 (base 42) |
Willpower | 17 (base 10) |
Cunning | 15 (base 12) |
Resources
Life | 770/770 |
Positive | 104/110 |
Insanity | 0/100 |
Healing Factor | 1.6042857142857 |
Regeneration | 7.2995 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 27.155423598945 |
See Invisible | 25.155423598945 |
Offense: Mainhand
Damage | 36 |
Accuracy | 33 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Light | +10% |
Nature | +9% |
Blight | +12% |
Arcane | +3% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 20 |
Ranged Defense | 22 |
Fatigue | 12 |
Physical Save | 29 |
Spell Save | 27 |
Mental Save | 22 |
Defense: Resistances
Acid | + 25%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 32%( 70%) |
All | + 10%( 70%) |
Darkness | + 35%( 70%) |
Light | + 39%( 70%) |
Mind | + 26%( 70%) |
Lightning | + 13%( 70%) |
Fire | + 15%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 95% |
Confusion Resistance | 66% |
Poison Resistance | 10% |
Blind Resistance | 43% |
Silence Resistance | 48% |
Bleed Resistance | 15% |
Disarm Resistance | 40% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 450% 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. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 320 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
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 successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 have explored the Maze and vanquished the Minotaur. * 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 |
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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +11 (+6 eff.) Fatigue +1% Silence- +23% Confus- +20% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 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 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 | ![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Dmg.mod +9% nature ----- def ----- Armour +4 Fatigue +4% Resists +19% nature Spell.save +5 (+2 eff.) Max.HP +56.00 Heal.mod +14% ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% mind Res.pen +10% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% cold +5% fire +15% mind +13% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: ----- def ----- Resists +3% mind Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Heal/summ +10 Blind- +20% Silence- +20% ---------- misc Mana/turn +0.10 Hate/m.crit +1.00 Infravis +3 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str dps ---------- Dmg.mod +10% light +3% arcane Melee Ret 4 arcane ----- def ----- Armour +10 Resists +20% light +9% nature +5% arcane Mind.save +6 (+3 eff.) Confus- +31% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% darkness Phys.save +6 (+3 eff.) HP.reg +0.80 Heal.mod +13% Cut- +15% Silence- +5% Confus- +15% A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 blight +7 light Against +5% Undead On Hit: 10% Epidemic 3 On Hit: * 8% chance to disease While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+3 eff.) Rng.Def +3 (+1 eff.) Fatigue +7% Resists +17% acid +15% cold +3% lightning Max.HP +35.00 HP.reg +3.50 Heal.mod +12% Poison- +10% Pinning- +10% A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Dex +3 Cun dps ---------- Melee Ret 16 mind ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 10.00% Max.HP +48.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Mag +7 Wil +2 Con ----- def ----- Resists +12% light +12% darkness Blind- +23% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +12 fire While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+5 eff.) S.pwr/crit +6 Dmg.mod +15% darkness +12% fire Res.pen +25% blight Melee Ret 8 blight ----- def ----- Resists +12% blight ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 22.65 to 27.18 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 arrow ammo [Rare] Nature Power 12.5 - 17.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Ranged+ +18 lightning +20 fire On Hit.r1 +16 fire On Crit.r2 +11 lightning +8 fire Arrows are used with bows to pierce your foes to death. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +20% fire Melee Ret 12 arcane 8 fire ----- def ----- Resists +9% fire +5% light +5% darkness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Resists +5% acid +6% blight Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue -2% Phys.save +5 (+2 eff.) ---------- misc Max.enc +29 A pair of boots made of leather. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +4 (+3 eff.) Melee+ 5 fire Dmg.mod +3% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Resists +5% fire Mind.save +6 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Mind.crit +1% Dmg.mod +9% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 Telepathy Dragon A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% fire Res.pen +10% mind Melee Ret 16 fire ----- def ----- Armour +1 Fatigue +1% Resists +24% fire A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +4 Wil dps ---------- Crit.mult +13.00% Phys.pwr +7 (+4 eff.) Apr +6 ---------- misc Light +3 Infravis +3 See.Invis +9 Telepathy Demon/Minor Demon/Major While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Aghden the Cornac Writhing One level 21
73rd Haze 122nd year of Ascendancy at 14:57 see stats
By Aghden the Cornac Writhing One level 17
24th Haze 122nd year of Ascendancy at 12:01 see stats
By Aghden the Cornac Writhing One level 10
10th Flare 122nd year of Ascendancy at 06:33 see stats
By Aghden the Cornac Writhing One level 20
50th Haze 122nd year of Ascendancy at 05:58 see stats
By Aghden the Cornac Writhing One level 10
12nd Dusk 122nd year of Ascendancy at 03:08 see stats
By Aghden the Cornac Writhing One level 8
5th Flare 122nd year of Ascendancy at 03:11 see stats
By Aghden the Cornac Writhing One level 18
42nd Haze 122nd year of Ascendancy at 07:25 see stats
Log
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Acid Splash from Yvyna the grave wight killed Aghden!
Talent Dissolved Face is ready to use.
Talent Tendrils Eruption is ready to use.
Talent Lash Out is ready to use.
Talent Dig is ready to use.
Talent Carrion Feet is ready to use.
Talent Infusion: Regeneration is ready to use.
Ran for 2 turns (stop reason: interesting character).
Resting starts...
Saving done.
Talent Diseased Tongue is ready to use.
Talent Horrific Display is ready to use.
Talent Shed Skin is ready to use.
Worm that walks (servant of Aghden) activates Worm that Walks Link.
Talent Chaos Orbs is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Providence is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
There is a Passageway into the Daikara 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.
You are sent back to the material plane!
Saving game...
Saving done.
Today is the 74th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.