











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 21 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Aridhetta the blade horror at level 15 on the 64th Dusk 122nd year of Ascendancy at 13:23 0 / 6Killed by Velinor the ultimate telugoroth at level 21 on the 9th Allure 123rd year of Ascendancy at 15:58 Killed by Velinor the ultimate telugoroth at level 21 on the 9th Allure 123rd year of Ascendancy at 17:48 Killed by Velinor the ultimate telugoroth at level 21 on the 9th Allure 123rd year of Ascendancy at 19:50 Killed by Velinor the ultimate telugoroth at level 21 on the 9th Allure 123rd year of Ascendancy at 20:44 Killed by Velinor the ultimate telugoroth at level 21 on the 9th Allure 123rd year of Ascendancy at 20:52 |
Primary Stats
| Strength | 35 (base 12) |
| Dexterity | 24 (base 12) |
| Constitution | 35 (base 24) |
| Magic | 12 (base 12) |
| Willpower | 52 (base 40) |
| Cunning | 40 (base 38) |
Resources
| Life | -54/638 |
| Hate | 106/106 |
| Psi | 142/142 |
| Healing Factor | 1.1829268292683 |
| Regeneration | 0.29573170731708 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | -20% |
| Spell | 0% |
| Global | +101.4% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 35 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
Offense: Damage Penetration
| Mind | +25% |
| Fire | +9% |
| Nature | +13% |
Defense: Base
| Armour (hardiness) | 65.413408721348 (66.666666666667%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 5 |
| Physical Save | 25 |
| Spell Save | 35 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 43%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 25%( 70%) |
| Lightning | + 16%( 70%) |
| Temporal | + 8%( 70%) |
| Physical | + 12%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Absorption | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Beyond the Flesh |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save, 18/18 damage shrugged off this turn) Rampaging |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by rattlesnake. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the worried loremaster from death by cold drake. Escort: worried loremaster (level 1 of Daikara) | failed |
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 |
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: 111. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * '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 red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of brawn. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | insidious stralite greatsword of nature (48-76.8 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 Base power: 48.0 - 76.8 Uses stat: 84% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +35 insidious poison When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +13% nature Massive two-handed swords. |
| Quiver | Flowercrack the quiver of ash arrows (23/23, 34.5-48.3 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 34.5 - 48.3 Uses stats: 35% Wil, 49% Cun Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 23 On weapon hit: * Slows global speed by 40% * 11% chance to gain 10% of a turn (3/turn limit) On weapon crit: * wounds the target for 7 turns: 12 bleeding, 48% reduced healing Damage (Ranged): +11 temporal / +14 bleed Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
| Light source | Aerilasta the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Changes resistances: +6% mind Disease immunity: +20% Silence immunity: +10% Maximum life: +65.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Balurach (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex / +4 Wil Changes resistances: +12% darkness Mental save: +30 (+8 eff.) Equilibrium when hit: +0.08 Maximum hate: +6.00 Mindpower: +8 (+3 eff.) Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Charstrike (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +9% acid / +9% fire / +5% arcane / +18% cold Spell save: +9 (+5 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Zerarohir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances penetration: +15% mind Critical mult.: +5.00% Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
| On fingers | Dimmight the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Con Changes resistances: +12% lightning / +3% darkness / +8% blight / +15% cold / +7% nature Maximum encumbrance: +26 Spell save: +10 (+5 eff.) Poison immunity: +12% Disease immunity: +13% Maximum stamina: +19.00 Rings can have magical properties. |
| Around neck | Fogvault the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +7% physical / +6% darkness / +9% blight / +9% fire / +3% temporal Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.40 Amulets can have magical properties. |
| In main hand | blazebringer's stralite battleaxe of purging (46-69 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 84% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +13 nature Burst (radius 2) on crit: +13 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +1% Massive two-handed battleaxes. |
| On hands | Torchparry (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Damage when hit (Melee): 20 mind Changes stats: +3 Str Changes resistances: +6% mind Changes resistances penetration: +10% mind When used to modify unarmed attacks: Base power: 20.5 - 22.6 Uses stats: 28% Wil, 68% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% Damage (Melee): +16 mind / +12 fire Burst (radius 2) on crit: +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Cloak | linen cloak 'Radharin' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +7 Str / +2 Wil / +4 Con Changes damage: +3% physical Critical mult.: +3.00% Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of the deep (2 def, 17 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +17 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
Inventory
quick dwarven-steel greatmaul of purging (41-61.5 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 84% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +6 Dex Massive two-handed mauls. |
insidious dwarven-steel greatsword of erosion (39-62.4 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 84% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 insidious poison / +12 temporal / +10 nature Massive two-handed swords. |
Lustrespike the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes damage: +3% light Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Light radius: +1 Infravision radius: +3 See invisible: +12 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Unrysta the Murkqueen (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 16 nature / 16 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +6% nature / +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Effects when hit in melee: * 15% chance to reduce effective powers by 20% * 15 arcane resource burn Changes stats: +3 Str Spell save: +11 (+5 eff.) When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 28% Wil, 68% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% On weapon hit: * 18% chance to reduce effective powers by 20% * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lavawilter (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes stats: +2 Str / +2 Con Changes damage: +21% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mardisus (3 def, 12 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+3 eff.) Fatigue: +20% Changes stats: +4 Cun / +4 Con Grants telepathy: Humanoid/Orc Infravision radius: +1 A suit of armour made of metal plates. |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
289 alchemist agate0.00 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. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bearuichik the Lightningpain (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +8 Str Changes resistances: +12% nature Changes damage: +7% nature Grants telepathy: Humanoid/Orc When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hellmhi the Skeleton Adventurer level 15
65th Dusk 122nd year of Ascendancy at 10:45 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hellmhi the Skeleton Adventurer level 19
53rd Haze 122nd year of Ascendancy at 08:34 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hellmhi the Skeleton Adventurer level 11
21st Dusk 122nd year of Ascendancy at 12:10 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Hellmhi the Skeleton Adventurer level 21
7th Allure 123rd year of Ascendancy at 21:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hellmhi the Skeleton Adventurer level 16
2nd Haze 122nd year of Ascendancy at 16:00 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hellmhi the Skeleton Adventurer level 15
65th Dusk 122nd year of Ascendancy at 10:14 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hellmhi the Skeleton Adventurer level 10
6th Flare 122nd year of Ascendancy at 00:19 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hellmhi the Skeleton Adventurer level 20
64th Haze 122nd year of Ascendancy at 17:10 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Hellmhi the Skeleton Adventurer level 15
69th Dusk 122nd year of Ascendancy at 05:32 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Hellmhi the Skeleton Adventurer level 15
65th Dusk 122nd year of Ascendancy at 10:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hellmhi the Skeleton Adventurer level 9
3rd Summertide 122nd year of Ascendancy at 03:55 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Hellmhi the Skeleton Adventurer level 15
65th Dusk 122nd year of Ascendancy at 10:45 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hellmhi the Skeleton Adventurer level 19
54th Haze 122nd year of Ascendancy at 23:20 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Hellmhi the Skeleton Adventurer level 14
61st Dusk 122nd year of Ascendancy at 01:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hellmhi the Skeleton Adventurer level 16
2nd Haze 122nd year of Ascendancy at 21:44 see stats
Log
Hellmhi deactivates Augmentation.
Hellmhi has finished recovering.
Hellmhi is no longer rampaging.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Velinor the ultimate telugoroth killed Hellmhi!
Hellmhi activates Gloom.
Hellmhi activates Beyond the Flesh.
You are sent back to the material plane!
Talent Forcefield is ready to use.
Velinor the ultimate telugoroth casts Rethread.
You fight through the pain! (+9 hate)
Hellmhi begins rampaging!
Velinor the ultimate telugoroth hits Hellmhi for 186 temporal damage.
Velinor the ultimate telugoroth overcomes the gloom.
Velinor the ultimate telugoroth casts Repulsion Blast.
You fight through the pain! (+4 hate)
Hellmhi resists the knockback!
Velinor the ultimate telugoroth hits Hellmhi for 119 physical damage.
Hellmhi has shrugged off 18 damage and is ready for more.
Velinor the ultimate telugoroth casts Temporal Bolt.
You fight through the pain! (+2 hate)
Velinor the ultimate telugoroth hits Hellmhi for 100 temporal damage.
Velinor the ultimate telugoroth casts Rethread.
Velinor the ultimate telugoroth's spell attains critical power!
Your hatred grows even as your life fades! (+21 hate)
Saving done.
Saving game...
















































































