










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 25 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by Betoseldanor the thief at level 14 on the 12nd Dusk 122nd year of Ascendancy at 20:55 / 7Killed by Walrog at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 20:34 Killed by abyssal horror at level 18 on the 1st Haze 122nd year of Ascendancy at 03:28 Killed by Shasshhiy'Kaish at level 21 on the 60th Haze 122nd year of Ascendancy at 20:16 Killed by Urkis, the High Tempest at level 24 on the 79th Haze 122nd year of Ascendancy at 08:29 Killed by Urkis, the High Tempest at level 24 on the 79th Haze 122nd year of Ascendancy at 14:57 Killed by orc high cryomancer at level 24 on the 80th Haze 122nd year of Ascendancy at 11:20 |
Primary Stats
| Strength | 67 (base 30) |
| Dexterity | 57 (base 33) |
| Constitution | 58 (base 52) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 14 (base 12) |
Resources
| Life | 792/792 |
| Stamina | 187/187 |
| Healing Factor | 1.3201339505267 |
| Regeneration | 14.323453363215 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 55 |
| Crit Chance | 5% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Lightning | +10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 30 (57.155997060385%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 20 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 5 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
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 talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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. * You have unlocked the hall of reflections. * 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: 143. | 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 |
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 pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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 within2 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 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 rough leather boots 'Mardyfang' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Wil Changes resistances: +3% acid / +12% cold / +5% arcane Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Life regen: +4.00 See invisible: +3 A pair of boots made of leather. This object's appearance was changed to Frost Treads. |
| Quiver | Layura the Glittermaim (19/19, 46-64 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 20 arcane resource burn * 18% chance to reduce all saves and defense by 11 Damage (Ranged): +4 light / +15 fire / +8 mind Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +9 fire Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +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 | Brodisahad (5 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 acid Changes resistances: +9% temporal / +6% nature / +3% light Changes damage: +12% acid Stamina when hit: +1.10 Equilibrium when hit: +1.20 Only die when reaching: -40.00 life A cap made of leather. This object's appearance was changed to hardened leather cap. |
| Tool | focusing stralite torque of gale force [power 250] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 250 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | warrior's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
| Around waist | Ce'NikiraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Wil Changes resistances: +5% arcane Changes damage: +9% mind Critical mult.: +10.00% Maximum encumbrance: +23 Life regen: +2.00 A belt that goes around your waist. |
| In main hand | Singesnake the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to reduce armor by 15% Damage (Ranged): +20 acid When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +15% physical Changes damage: +9% acid Light radius: +3 Longbows are used to shoot arrows at your foes. |
| On hands | Blazemoon the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes stats: +2 Str / +3 Dex / +3 Wil Changes resistances: +6% acid / +12% lightning Changes damage: +5% acid Reduces incoming crit damage: 5.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +18% fire Life regen: +2.60 Stamina each turn: +0.80 A suit of armour made of leather. |
| Cloak | resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
teleportation rune of the duelist (range 77; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. This object's appearance was changed to Invisible. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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 of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Loruzilakor the Lightningspawn (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+6 eff.) Defense: +1 (+0 eff.) Changes resistances: +12% lightning / +1% physical / +12% darkness / +3% light Changes resistances penetration: +7% darkness Changes damage: +5% darkness Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather armour 'Belamira' (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +1 Str / +3 Dex / +1 Con Changes resistances: +34% lightning / +22% acid Changes resistances penetration: +15% physical Maximum life: +20.00 A suit of armour made of leather. |
48 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. |
2 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. |
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. |
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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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 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. |
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. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Dairikhad the Skeleton Archer level 15
41st Dusk 122nd year of Ascendancy at 04:39 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Dairikhad the Skeleton Archer level 20
59th Haze 122nd year of Ascendancy at 04:44 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Dairikhad the Skeleton Archer level 17
78th Dusk 122nd year of Ascendancy at 22:53 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dairikhad the Skeleton Archer level 24
80th Haze 122nd year of Ascendancy at 22:01 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Dairikhad the Skeleton Archer level 22
61st Haze 122nd year of Ascendancy at 04:47 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dairikhad the Skeleton Archer level 19
2nd Haze 122nd year of Ascendancy at 20:25 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Dairikhad the Skeleton Archer level 10
9th Mirth 122nd year of Ascendancy at 16:19 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Dairikhad the Skeleton Archer level 20
7th Haze 122nd year of Ascendancy at 05:57 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Dairikhad the Skeleton Archer level 25
4th Allure 123rd year of Ascendancy at 16:00 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Dairikhad the Skeleton Archer level 5
3rd Mirth 122nd year of Ascendancy at 06:16 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Dairikhad the Skeleton Archer level 14
10th Dusk 122nd year of Ascendancy at 22:33 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Dairikhad the Skeleton Archer level 23
78th Haze 122nd year of Ascendancy at 17:27 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Dairikhad the Skeleton Archer level 17
52nd Dusk 122nd year of Ascendancy at 12:22 see stats
Log
Today is the 1st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 2nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 3rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 4th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
Today is the 5th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 6th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 7th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
Today is the 8th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Today is the 9th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Today is the 10th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
You carefully get away without making a sound.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.







































































