











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official 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 | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 19 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted protosentient globula at level 14 on the 29th Dusk 122nd year of Ascendancy at 15:20 0 / 6Killed by Layiwe the bone giant at level 16 on the 59th Dusk 122nd year of Ascendancy at 05:18 Killed by Weirdling Beast at level 16 on the 28th Haze 122nd year of Ascendancy at 17:55 Killed by giant spider at level 18 on the 56th Haze 122nd year of Ascendancy at 07:48 Killed by Zubalranne the Guardian at level 19 on the 72nd Haze 122nd year of Ascendancy at 09:52 Killed by Zubalranne the Guardian at level 19 on the 72nd Haze 122nd year of Ascendancy at 10:15 |
Primary Stats
| Strength | 50 (base 33) |
| Dexterity | 69 (base 47) |
| Constitution | 28 (base 14) |
| Magic | 9 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -145/457 |
| Stamina | 180/210 |
| Healing Factor | 1.1456298990388 |
| Regeneration | 9.4514466670705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 68 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +10% |
| Nature | +5% |
| Mind | +3% |
| Lightning | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Mind | +5% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 14 (69.687909656376%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 11 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 41%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 24%( 70%) |
| Blight | + 21%( 70%) |
| Acid | + 9%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Shardskin. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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. | 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 AlchemistsUngrol 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 bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. | 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 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 |
Equipment
| On feet | Sparkjam the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +3 Fatigue -6% Resists +24% lightning Phys.save +8 (+4 eff.) ---------- misc Max.enc +26 A pair of boots made of leather. |
| Quiver | thought-forged quiver of ash arrows of vileness (24/24, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Psionic Power 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 24 Rld cld 6 Ranged+ +8 blight +8 mind On Hit: * 15% chance to reduce all saves and defense by 18 * 8% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Duvarim'1.0 T3 lite [Rare] Nature While equipped: Stats +6 Str +7 Con dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Resists +8% blight HP.reg +8.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Beluruichik' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +9 Dex +3 Wil +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness ---------- misc Infravis +4 See.Invis +15 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 141.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | iron torque of psionic shield [power 25] (15/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 15 light Ranged+ 15 light Dmg.mod +10% light Rings make your fingers look great! |
| Around waist | Lorusakhad the Flashwilter1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 2 fire ----- def ----- Defense +9 (+3 eff.) Resists +3% fire Stealth +5 A belt that goes around your waist. |
| In main hand | Zuhek4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +5 Str +3 Cun dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +15% physical On Hit (Ranged): * 20% chance to reduce armor by 14% ---------- misc Reload +1 Longbows are used to shoot arrows at your foes. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Kidoldil the Blindzephyr (12 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Dmg.mod +6% acid Melee Ret 4 darkness ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +7% Resists +13% blight +9% acid +12% darkness +17% lightning Mind.save +12 (+6 eff.) ---------- misc Light +1 A suit of armour made of leather. |
| Cloak | cashmere cloak 'Fogreign' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +4 Cun +3 Con dps ---------- Res.pen +15% cold Acc +23 (+5 eff.) Melee Ret 6 darkness ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Crit.chn- 5.00% Max.HP +55.00 ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Inventory
steel longsword 'Isliyanor' (18-25 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +20 arcane On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +2 Mag dps ---------- Phys.pwr +10 (+3 eff.) Apr +3 Sharp, long, and deadly. |
steel mace (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
cruel ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.14 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of daylight (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 light Against +6% Undead One-handed war axes. |
Elann the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +3% lightning +3% mind +9% light Phys.save +14 (+7 eff.) Blind- +20% A belt that goes around your waist. |
pair of hardened leather boots 'Xanudhevena' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +2 Wil +3 Cun dps ---------- Spell.crit +2% Dmg.mod +12% blight Res.pen +15% blight ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+10 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tuludunagrim the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) Die.at -60.00 life ---------- misc Hate/m.crit +3.00 Max.hate +6.00 A pointy cloth hat, very wizardly... |
cured leather armour of command (12 def, 7 armour)9.0 T2 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +7% Mind.save +13 (+7 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% cold HP.reg +2.40 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Exterminator
Killed 1000 creatures.By Vesin the Thalore Archer level 17
33rd Haze 122nd year of Ascendancy at 07:39 see stats
Level 10
Got a character to level 10.By Vesin the Thalore Archer level 10
16th Dusk 122nd year of Ascendancy at 11:46 see stats
The Arena
Unlocked Arena mode.By Vesin the Thalore Archer level 12
20th Dusk 122nd year of Ascendancy at 09:54 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vesin the Thalore Archer level 17
44th Haze 122nd year of Ascendancy at 02:54 see stats
The secret city
Discovered the truth about mages.By Vesin the Thalore Archer level 18
52nd Haze 122nd year of Ascendancy at 11:42 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Vesin the Thalore Archer level 17
43rd Haze 122nd year of Ascendancy at 05:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Vesin the Thalore Archer level 19
56th Haze 122nd year of Ascendancy at 10:11 see stats
Log
Vesin stops regenerating health quickly.
Deep Wound from Zubalranne the Guardian hits Vesin for 40 physical damage.
Zubalranne the Guardian shoots!
Zubalranne the Guardian's Shoot performs a ranged critical strike against Vesin!
Vesin HEALS from acid damage!
Zubalranne the Guardian's Shoot hits Vesin for 110 physical, 7 acid, 2 healing (117 total damage) [2 healing].
Zubalranne the Guardian's Shoot hits Vesin for 152 physical damage.
Zubalranne the Guardian is less vulnerable.
Deep Wound from Zubalranne the Guardian hits Vesin for 40 physical damage.
Zubalranne the Guardian shoots!
Zubalranne the Guardian's Shoot misses Vesin.
Zubalranne the Guardian's Shoot misses Vesin.
Vesin quaffs the Blood of Undeath!
You feel the Blood of Undeath rushing through your veins. Your can feel your life wither away a little (-50 maximum life, -120 minimum life).
You have no more Blood of Undeath.
Talent Disengage is ready to use.
Deep Wound from Zubalranne the Guardian hits Vesin for 40 physical damage.
Zubalranne the Guardian shoots!
Zubalranne the Guardian's Shoot misses Vesin.
Zubalranne the Guardian's Shoot misses Vesin.
Vesin uses Gift of the Woods.
Vesin starts regenerating health quickly.
Deep Wound from Zubalranne the Guardian hits Vesin for 40 physical damage.
Zubalranne the Guardian strafes with his steamguns!
Zubalranne the Guardian's Strafe performs a ranged critical strike against Vesin!
Zubalranne the Guardian's Strafe hits Vesin for 143 physical damage.
Vesin the level 19 thalore archer was eviscerated to death by Zubalranne the Guardian on level 1 of Ruined Dungeon.













































































