










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 23 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by flame turret at level 11 on the 15th Dusk 122nd year of Ascendancy at 20:14 0 / 7Killed by ritch flamespitter at level 19 on the 79th Dusk 122nd year of Ascendancy at 01:58 Killed by Beligath the Guardian at level 20 on the 57th Haze 122nd year of Ascendancy at 21:35 Killed by Celia at level 23 on the 2nd Allure 123rd year of Ascendancy at 08:00 Killed by Forgery of Haze (Celia) at level 23 on the 2nd Allure 123rd year of Ascendancy at 11:10 Killed by Grand Corruptor at level 23 on the 6th Allure 123rd year of Ascendancy at 02:35 Killed by Grand Corruptor at level 23 on the 6th Allure 123rd year of Ascendancy at 03:14 |
Primary Stats
| Strength | 49 (base 12) |
| Dexterity | 82.01790310883 (base 53) |
| Constitution | 45.66383852214 (base 44) |
| Magic | 14 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 31 (base 12) |
Resources
| Life | -32/626 |
| Stamina | 174/174 |
| Healing Factor | 1.5480515887587 |
| Regeneration | 9.6753224297417 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +63.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Stealth | 13 |
| See Invisible | 28 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 64 |
| Crit Chance | 13% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +22% |
| Mind | +6% |
| Darkness | +15% |
| Physical | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +40% |
| Darkness | +13% |
| Mind | +18% |
| Cold | +16% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 31 (57.811550151976%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 19 |
| Mental Save | 26 |
Defense: Resistances
| Acid | -4%( 70%) |
| Blight | -4%( 70%) |
| Arcane | -14%( 70%) |
| Cold | -12%( 70%) |
| All | -20%( 70%) |
| Darkness | -13%( 70%) |
| Light | + 5%( 70%) |
| Fire | + 14%( 70%) |
| Lightning | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Bleed Resistance | 100% |
| Confusion Resistance | 18% |
| Fear Resistance | 100% |
| Knockback Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 211 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 315 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Intuitive Shots |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 8% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The target is hexed, granting it 23% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 58.10 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 22 and doing 35.83 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 13 and doing 26.91 blight damage per turn. Rotting Disease |
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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 8. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 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
| On feet | pair of drakeskin leather boots 'Dimwilder' (30 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +25 (+7 eff.) Armour: +6 Defense: +30 (+6 eff.) Changes resistances penetration: +10% mind Changes damage: +15% darkness Infravision radius: +2 A pair of boots made of leather. |
| Quiver | quiver of dragonbone arrows 'Skyoozer' (21/21, 57-79.8 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 57.0 - 79.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +20 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +8 mind / +20 light Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
| Light source | SalaminaCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Str Changes resistances: +12% light Changes damage: +6% physical Spell save: +6 (+3 eff.) Blindness immunity: +45% Confusion immunity: +18% Knockback immunity: +20% Light radius: +9 See stealth: +13 See invisible: +18 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Magmatrencher the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 lightning Changes stats: +8 Str Changes resistances: +6% lightning / +21% fire Changes damage: +12% fire A cap made of leather. |
| Tool | Shadewalker the iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 4 fire Changes stats: +1 Str Changes resistances: +3% acid / +6% darkness Changes resistances penetration: +5% darkness Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold Lifebinding Emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Dex / +7 Cun / +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings can have magical properties. |
| On fingers | marksman's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Damage (Melee): 18 light Damage (Ranged): 18 light Changes stats: +6 Dex / +4 Mag Changes damage: +13% light Rings can have magical properties. |
| Around waist | Shimmerslice the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Changes resistances: +10% acid / +9% light / +7% fire / +7% lightning / +7% cold Changes damage: +12% lightning Life regen: +4.00 A belt that goes around your waist. |
| In main hand | stormbringer's yew longbow of piercingRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +14 lightning / +18 cold When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +12% lightning / +8% cold / +8% all Movement speed: +43% Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Cloudquick' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +4 Dex Changes resistances: +12% lightning Changes resistances penetration: +20% lightning Changes damage: +9% light / +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | nimble hardened leather armour of command (24 def, 10 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +24 (+5 eff.) Fatigue: +8% Changes stats: +4 Dex / +3 Cun Mental save: +13 (+6 eff.) Movement speed: +20% A suit of armour made of leather. |
| Cloak | Isawe (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +7 (+2 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +3% blight / +5% arcane Reduces incoming crit damage: 5.00% Physical save: +9 (+4 eff.) Blindness immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 35/60. The evilness of undeath radiates from this amulet. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 33 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.Glintbolt the quiver of ash arrows (18/18, 36-50.4 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 36.0 - 50.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +13.5% Capacity: 18 On weapon hit: * 20 arcane resource burn On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 light Damage (radius 2) on crit: +20 lightning / +8 light Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows of grasping (19/19, 35.5-49.7 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 89 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
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 Activation costs 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) Activation costs 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Arikor the Skeleton Archer level 16
62nd Dusk 122nd year of Ascendancy at 08:36 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Arikor the Skeleton Archer level 21
61st Haze 122nd year of Ascendancy at 10:32 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Arikor the Skeleton Archer level 23
1st Wintertide 123rd year of Ascendancy at 18:02 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Arikor the Skeleton Archer level 19
66th Dusk 122nd year of Ascendancy at 17:53 see stats
Exterminator
Killed 1000 creatures.By Arikor the Skeleton Archer level 17
62nd Dusk 122nd year of Ascendancy at 19:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arikor the Skeleton Archer level 22
77th Haze 122nd year of Ascendancy at 12:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arikor the Skeleton Archer level 23
79th Haze 122nd year of Ascendancy at 17:24 see stats
Level 10
Got a character to level 10.By Arikor the Skeleton Archer level 10
3rd Flare 122nd year of Ascendancy at 04:05 see stats
Level 20
Got a character to level 20.By Arikor the Skeleton Archer level 20
32nd Haze 122nd year of Ascendancy at 20:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Arikor the Skeleton Archer level 20
42nd Haze 122nd year of Ascendancy at 19:21 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Arikor the Skeleton Archer level 23
79th Haze 122nd year of Ascendancy at 18:04 see stats
The Arena
Unlocked Arena mode.By Arikor the Skeleton Archer level 9
2nd Summertide 122nd year of Ascendancy at 12:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Arikor the Skeleton Archer level 11
20th Dusk 122nd year of Ascendancy at 00:53 see stats
The secret city
Discovered the truth about mages.By Arikor the Skeleton Archer level 9
1st Flare 122nd year of Ascendancy at 12:27 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Arikor the Skeleton Archer level 11
19th Dusk 122nd year of Ascendancy at 18:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Arikor the Skeleton Archer level 21
61st Haze 122nd year of Ascendancy at 08:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Arikor the Skeleton Archer level 17
63rd Dusk 122nd year of Ascendancy at 14:26 see stats
Unstoppable
Returned from the dead.By Arikor the Skeleton Archer level 23
6th Allure 123rd year of Ascendancy at 02:36 see stats
Log
Arikor shoots!
Grand Corruptor is no longer pinned.
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Arikor's Shoot performs a ranged critical strike against Grand Corruptor!
Arikor damages himself through Martyrdom!
Grand Corruptor hits Arikor for (18 absorbed), 0 physical, (0 absorbed), 0 mind, (2 absorbed), 0 light, (1 absorbed), 0 lightning, (1 absorbed), 0 lightning, (1 absorbed), 0 cold, (0 absorbed), 0 mind (0 total damage).
Arikor's Shoot hits Grand Corruptor for 213 physical, 3 mind, 25 light, 19 lightning, 14 lightning, 15 cold, 3 mind (292 total damage).
Talent Shoot Down is ready to use.
Arikor shoots!
Your shield crumbles under the damage!
The shield around Arikor crumbles.
Arikor is afflicted by a decrepitude disease!
Grand Corruptor's Soul Rot hits Arikor for (126 absorbed), 281 blight (281 total damage).
Arikor's Shoot performs a ranged critical strike against Grand Corruptor!
Arikor damages himself through Martyrdom!
Grand Corruptor hits Arikor for 0 mind, 2 light, 1 lightning, 1 lightning, 1 cold, 1 mind (7 total damage).
Arikor's Shoot hits Grand Corruptor for (194 to bones), 0 physical, 3 mind, 25 light, 19 lightning, 14 lightning, 15 cold, 7 mind (83 total damage).
Grand Corruptor casts Blood Spray.
Arikor is afflicted by a rotting disease!
Talent Vitality is ready to use.
Rotting Disease from Grand Corruptor hits Arikor for 40 blight damage.
Decrepitude Disease from Grand Corruptor hits Arikor for 53 blight damage.
Grand Corruptor hits Arikor for 206 blight damage.
Arikor activates Intuitive Shots.
Grand Corruptor hits Arikor for 50 fire damage.
Saving game...








































































