Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Extra Dungeons 1.0.4 Adjustable Exp 1.0.4 No Race-based Exp Penalties 1.0.4 ZOmnibus Addon Pack 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 50 / 2951% |
| Size | medium |
| Lifes / Deaths | Killed by Adelradhessra the elven cultist at level 26 on the 9th Flare 122nd year of Ascendancy at 18:17 0 / 8Killed by Runathad at level 30 on the 2nd Dusk 122nd year of Ascendancy at 07:06 Killed by Mayogada the elven guard at level 30 on the 2nd Dusk 122nd year of Ascendancy at 08:26 Killed by shadow at level 36 on the 17th Dusk 122nd year of Ascendancy at 22:23 Killed by Grgglck the Devouring Darkness at level 36 on the 18th Dusk 122nd year of Ascendancy at 00:41 Killed by Runathad at level 50 on the 17th Haze 122nd year of Ascendancy at 04:47 Killed by fire drake hatchling at level 50 on the 41st Haze 122nd year of Ascendancy at 02:57 Killed by fire drake hatchling at level 50 on the 41st Haze 122nd year of Ascendancy at 04:16 |
Primary Stats
| Strength | 98 (base 60) |
| Dexterity | 97 (base 60) |
| Constitution | 67 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 46 (base 34) |
| Cunning | 25 (base 12) |
Resources
| Life | 1463/1463 |
| Mana | 0/574 |
| Stamina | 257/257 |
| Healing Factor | 1.28 |
| Regeneration | 7.744 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 71 |
| Crit Chance | 9% |
| APR | 14 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39.6 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Physical | +25% |
| Cold | +15% |
| Light | +30% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 31.125 |
| Ranged Defense | 37.625 |
| Fatigue | 12 |
| Physical Save | 46.991666666667 |
| Spell Save | 41.608333333333 |
| Mental Save | 30.5375 |
Defense: Resistances
| Darkness | + 43%( 70%) |
| Light | + 45%( 70%) |
| All | + 21%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 37%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 507 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Slow Motion |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by large white snake. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | 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 improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | 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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 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: 128. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | barbed quiver of elven-wood arrows of disruption (11/11, 44.5-62.3 power, 14 apr) barbed quiver of elven-wood arrows of disruption (11/11, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 11 Special effect when this weapon hits: disrupts spell-casting Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +9 bleed Damage against: +13% Undead / +13% Construct Arrows are used with bows to pierce your foes to death. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | leafwalker's hardened leather cap of knowledge (0 def, 3 armour) leafwalker's hardened leather cap of knowledge (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Wil Changes resistances: +6% nature Spell save: +4 Maximum life: +45.00 Mindpower: +4 Healing mod.: +10% A cap made of leather. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 69 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | gladiator's voratun ring of light (+30%) gladiator's voratun ring of light (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 Changes stats: +8 Str / +7 Con Changes resistances: +30% light Changes damage: +15% light Rings can have magical properties. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | thaloren dragonbone longbow of nature thaloren dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +13 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +12% nature Changes damage: +19% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 Armour: +6 Changes stats: +2 Cun Changes resistances: +8% darkness Mental save: +6 Maximum life: +51.00 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Glareworm the cured leather armour (6 def, 4 armour) Glareworm the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 Ranged Defense: +5 Fatigue: +7% Changes stats: +11 Str / +8 Dex / +2 Cun Physical save: +10 Mental save: +6 Maximum hate: +8.00 Mental crit. chance: +1% Light radius: +2 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | restorative cashmere cloak (2 def, 0 armour) restorative cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +7% nature / +7% blight Life regen: +0.80 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | inertial stralite amulet of willpower (+4) inertial stralite amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Pinning immunity: +22% Stamina each turn: +0.50 Amulets can have magical properties. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Lightningradiance LightningradiancePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 8 temporal Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Changes damage: +9% lightning Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 75% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. 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. |
quiver of elven-wood arrows (13/13, 42-58.8 power, 14 apr) quiver of elven-wood arrows (13/13, 42-58.8 power, 14 apr)Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
sentry's quiver of elven-wood arrows of accuracy (26/26, 42.5-59.5 power, 14 apr) sentry's quiver of elven-wood arrows of accuracy (26/26, 42.5-59.5 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +6 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 26 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
195 alchemist agate 195 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 39 turns) miner's iron pickaxe (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
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, 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Runathad the Skeleton Archer level 50
51st Haze 122nd year of Ascendancy at 03:29 see stats
Arachnophobia
Destroyed the spydric menace.By Runathad the Skeleton Archer level 50
58th Haze 122nd year of Ascendancy at 17:54 see stats
Brave new world
Went to the Far East and took part in the war.By Runathad the Skeleton Archer level 50
57th Haze 122nd year of Ascendancy at 09:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Runathad the Skeleton Archer level 25
5th Flare 122nd year of Ascendancy at 08:54 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Runathad the Skeleton Archer level 50
54th Haze 122nd year of Ascendancy at 23:43 see stats
Exterminator
Killed 1000 creatures.By Runathad the Skeleton Archer level 50
40th Haze 122nd year of Ascendancy at 17:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Runathad the Skeleton Archer level 38
18th Dusk 122nd year of Ascendancy at 13:51 see stats
Level 10
Got a character to level 10.By Runathad the Skeleton Archer level 10
76th Pyre 122nd year of Ascendancy at 02:27 see stats
Level 20
Got a character to level 20.By Runathad the Skeleton Archer level 20
1st Summertide 122nd year of Ascendancy at 00:39 see stats
Level 30
Got a character to level 30.By Runathad the Skeleton Archer level 30
2nd Dusk 122nd year of Ascendancy at 05:34 see stats
Level 40
Got a character to level 40.By Runathad the Skeleton Archer level 40
64th Dusk 122nd year of Ascendancy at 03:53 see stats
Level 50
Got a character to level 50.By Runathad the Skeleton Archer level 50
17th Haze 122nd year of Ascendancy at 03:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Runathad the Skeleton Archer level 39
32nd Dusk 122nd year of Ascendancy at 02:59 see stats
Size is everything
Did over 1500 damage in one attack.By Runathad the Skeleton Archer level 30
2nd Dusk 122nd year of Ascendancy at 07:48 see stats
Size matters
Did over 600 damage in one attack.By Runathad the Skeleton Archer level 28
1st Dusk 122nd year of Ascendancy at 07:53 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Runathad the Skeleton Archer level 50
55th Haze 122nd year of Ascendancy at 01:47 see stats
That was close
Killed your target while having only 1 life left.By Runathad the Skeleton Archer level 50
41st Haze 122nd year of Ascendancy at 04:15 see stats
The Arena
Unlocked Arena mode.By Runathad the Skeleton Archer level 11
3rd Mirth 122nd year of Ascendancy at 01:34 see stats
The secret city
Discovered the truth about mages.By Runathad the Skeleton Archer level 19
6th Mirth 122nd year of Ascendancy at 00:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Runathad the Skeleton Archer level 39
38th Dusk 122nd year of Ascendancy at 22:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Runathad the Skeleton Archer level 46
1st Haze 122nd year of Ascendancy at 05:01 see stats
Unstoppable
Returned from the dead.By Runathad the Skeleton Archer level 50
41st Haze 122nd year of Ascendancy at 04:16 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Runathad the Skeleton Archer level 50
49th Haze 122nd year of Ascendancy at 08:13 see stats
Log
There is a Portal back to the Gates of Morning here (press '' or right click to use).
You gain 2.50 gold from the transmogrification of Rod of Spydric Poison (3/3).
You gain 4.65 gold from the transmogrification of watchleader's alchemist's lamp.
You gain 5.83 gold from the transmogrification of ethereal alchemist's lamp.
You gain 4.48 gold from the transmogrification of alchemist's lamp of the sun.
You gain 2.98 gold from the transmogrification of wanderer's pair of dwarven-steel boots of stability (0 def, 4 armour).
You gain 7.26 gold from the transmogrification of potent elven-wood starstaff of wizardry (35-42 power, 5 apr, light damage).
You gain 5.30 gold from the transmogrification of potent elven-wood starstaff of blasting (31-37.2 power, 5 apr, darkness damage).
You gain 7.20 gold from the transmogrification of greater yew vilestaff of fate (20-24 power, 4 apr, fire damage).
You gain 3.63 gold from the transmogrification of insidious stralite greatsword of massacre (61-97.6 power, 3 apr).
You gain 4.52 gold from the transmogrification of acidic stralite battleaxe of vileness (44-66 power, 3 apr).
You gain 25.00 gold from the transmogrification of Spellblaze Echoes.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Talent Vital Shot is ready to use.
Talent Track is ready to use.
Runathad is a less furious bunny.
Talent Bone Armour is ready to use.
Ran for 5 turns (stop reason: interesting character).
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
New Achievement: Arachnophobia!
Option unlocked: New Class: Sun Paladin (Celestial)
Saving done.
