Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.0.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 18 / 87% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 9 on the 6th Dusk 122nd year of Ascendancy at 17:00 0 / 6Killed by Sandworm Queen at level 13 on the 76th Dusk 122nd year of Ascendancy at 06:33 Killed by zombie bunny at level 18 on the 10th Regrowth 123rd year of Ascendancy at 00:20 Killed by zombie bunny at level 18 on the 11st Regrowth 123rd year of Ascendancy at 09:35 Killed by zombie bunny at level 18 on the 11st Regrowth 123rd year of Ascendancy at 11:46 Killed by Mad Archdruid at level 18 on the 11st Regrowth 123rd year of Ascendancy at 12:26 |
Primary Stats
| Strength | 47 (base 37) |
| Dexterity | 26 (base 10) |
| Constitution | 40 (base 33) |
| Magic | 19 (base 10) |
| Willpower | 42 (base 26) |
| Cunning | 17 (base 10) |
Resources
| Life | -10/626 |
| Hate | 100/100 |
| Healing Factor | 1.2385492074555 |
| Regeneration | 1.672041430065 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 32 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19.2 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.48 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.413973003972 (81.030927835052%) |
| Defense | 19.693973003972 |
| Ranged Defense | 20.846986501986 |
| Fatigue | 36 |
| Physical Save | 30.2 |
| Spell Save | 37.65 |
| Mental Save | 24.8 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Disarm Resistance | 21% |
| Confusion Resistance | 4% |
| Silence Resistance | 27% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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 110 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 233 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -15% Mind Resistance, -20% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 13.0% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | The target is covered in slippery moss. Each time it tries to use a talent there is 30% chance of failure. Slippery Moss |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is corroded, reducing their accuracy by 8, their armor by 8, and their defense by 8. Corrode |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
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 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+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 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. The fortress's current energy level is: 15. | 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 minotaur nose. * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 snow giant kidney. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 electric eel tail. | 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 within5 lumberjacks have died. | 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 | Emelona (Madness) (0 def, 3 armour) Emelona (Madness) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to corrode armour Changes resistances: +3% acid Changes resistances penetration: +5% arcane Silence immunity: +27% Confusion immunity: +24% Stun/Freeze immunity: +25% Curse of Madness A pair of boots made of leather. |
| Light source | preserving brass lantern of focus preserving brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con / +3 Wil Changes resistances: +6% blight Changes damage: +6% mind Life regen: +1.10 Light radius: +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. |
| On head | bladed iron helm of constitution (+2) (Corpses) (0 def, 3 armour) bladed iron helm of constitution (+2) (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 5 physical Changes stats: +2 Str / +3 Con Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.3 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Zanorek the Prismwrack (Misfortune) (0 def, 2 armour) Zanorek the Prismwrack (Misfortune) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Str Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew totem of thorny skin 'Blazenail' [power 53] (25 cooldown) yew totem of thorny skin 'Blazenail' [power 53] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% light Changes damage: +9% light It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 50%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| On fingers | conjurer's steel ring of blinding strikes conjurer's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 10% chance to blind Changes stats: +4 Wil / +4 Mag Spellpower: +5 (+2 eff.) Rings can have magical properties. |
| Around neck | stralite amulet 'Dairorig' stralite amulet 'Dairorig'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +5 Dex / +6 Wil Changes damage: +3% arcane Critical mult.: +14.00% Amulets can have magical properties. |
| In main hand | dwarven-steel greatmaul 'Issyzilarab' (Madness) (47-70.5 power, 2 apr) dwarven-steel greatmaul 'Issyzilarab' (Madness) (47-70.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Stamina each turn: +0.60 Curse of Madness Massive two-handed mauls. |
| Around waist | rough leather belt 'Wildstalker' (Misfortune) rough leather belt 'Wildstalker' (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% cold Maximum life: +31.00 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (Madness) (9 def, 10 armour, 60 block) Wrathroot's Barkwood (Madness) (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | spellcowled linen cloak of the guardian (Corpses) (7 def, 4 armour) spellcowled linen cloak of the guardian (Corpses) (7 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+4 eff.) Changes stats: +2 Wil / +1 Mag Physical save: +11 (+6 eff.) Spell save: +15 (+6 eff.) Mental save: +10 (+5 eff.) Maximum mana: +42.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (Nightmares) (4 def, 12 armour) Thalore-Wood Cuirass (Nightmares) (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Nightmares Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
treant's steel ring of frost (+7%) treant's steel ring of frost (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +24% cold / +6% nature Changes damage: +12% cold Poison immunity: +13% Disease immunity: +13% Rings can have magical properties. |
grounding pair of iron boots of uncanny dodging (Corpses) (2 def, 3 armour) grounding pair of iron boots of uncanny dodging (Corpses) (2 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
opal 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Chargetaint the dwarven-steel torque of kinetic psionic shield [power 107] (30 cooldown) Chargetaint the dwarven-steel torque of kinetic psionic shield [power 107] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Infravision radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 107 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Deimos the Ogre Cursed level 17
69th Haze 122nd year of Ascendancy at 21:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Deimos the Ogre Cursed level 15
39th Haze 122nd year of Ascendancy at 21:16 see stats
Exterminator
Killed 1000 creatures.By Deimos the Ogre Cursed level 16
66th Haze 122nd year of Ascendancy at 02:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Deimos the Ogre Cursed level 17
69th Haze 122nd year of Ascendancy at 21:13 see stats
Level 10
Got a character to level 10.By Deimos the Ogre Cursed level 10
8th Dusk 122nd year of Ascendancy at 21:29 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Deimos the Ogre Cursed level 11
40th Dusk 122nd year of Ascendancy at 05:23 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Deimos the Ogre Cursed level 17
69th Haze 122nd year of Ascendancy at 21:56 see stats
The Arena
Unlocked Arena mode.By Deimos the Ogre Cursed level 8
3rd Summertide 122nd year of Ascendancy at 06:20 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Deimos the Ogre Cursed level 17
69th Haze 122nd year of Ascendancy at 21:56 see stats
The secret city
Discovered the truth about mages.By Deimos the Ogre Cursed level 9
5th Dusk 122nd year of Ascendancy at 02:10 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Deimos the Ogre Cursed level 16
66th Haze 122nd year of Ascendancy at 16:10 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Deimos the Ogre Cursed level 16
67th Haze 122nd year of Ascendancy at 08:41 see stats
Log
Mad Archdruid's impeding nature area effect hits Deimos for 10 nature damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 32 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 32 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 27 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 32 acid damage.
Mad Archdruid's corrosive acid area effect hits Shadow for 32 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 29 acid damage.
Mad Archdruid's corrosive acid area effect hits Zombie bunny for 32 acid damage.
Mad Archdruid's corrosive acid area effect hits Deimos for 31 acid damage.
Deimos's mania hastens Dominate.
Deimos receives 29 healing.
Deimos receives 8 healing from Unnatural Body.
Mad Archdruid is fully armored again.
Mad Archdruid regains their energy.
Mad Archdruid recovers sight.
Mad Archdruid's aura of power vanishes.
Shadow hits Deimos for 6 physical damage.
Deimos hits Shadow for 11 acid, 5 physical (15 total damage).
Zombie bunny rushes out!
Your hatred grows even as your life fades! (+4 hate)
Deimos repels an attack from Zombie bunny.
Deimos hits Mad Archdruid for 10 acid, 4 physical, 10 acid, 4 physical (28 total damage).
Deimos hits Zombie bunny for 10 acid, 5 physical (15 total damage).
Mad Archdruid hits Deimos for 2 mind, 1 nature (4 total damage).
Zombie bunny hits Deimos for 49 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Zombie bunny hits Deimos for 44 physical damage.
Deimos hits Zombie bunny for 11 acid, 5 physical (15 total damage).
Deimos repels an attack from Zombie bunny.
Saving game...
