Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.47 |
| Addons | Items Vault 0.9.47 Stone Wardens DLC Class 0.9.47 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 23 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 6 on the 8th Mirth 122nd year of Ascendancy at 22:53 0 / 7Killed by Terlin at level 14 on the 3rd Decay 122nd year of Ascendancy at 13:15 Killed by Silelaith the copperhead snake at level 20 on the 12nd Pyre 123rd year of Ascendancy at 09:23 Killed by multi-hued drake hatchling at level 20 on the 2nd Summertide 123rd year of Ascendancy at 21:20 Killed by Terlin at level 22 on the 3rd Dusk 123rd year of Ascendancy at 07:55 Killed by worm that walks at level 22 on the 8th Dusk 123rd year of Ascendancy at 02:35 Killed by cold drake hatchling at level 23 on the 12nd Dusk 123rd year of Ascendancy at 14:28 |
Primary Stats
| Strength | 15 (base 11) |
| Dexterity | 16 (base 10) |
| Constitution | 45.1 (base 26) |
| Magic | 63.1 (base 52) |
| Willpower | 52.1 (base 31) |
| Cunning | 15 (base 11) |
Resources
| Life | -408/431 |
| Paradox | 447 |
| Healing Factor | 1 |
| Regeneration | 65.358 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +56% |
| Spell | 0% |
| Global | +117.61904761905% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 8 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 18 |
| Crit Chance | 9% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49.033333333333 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.235 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +10% |
| Physical | +37% |
| Cold | +11% |
| All | 0% |
| Lightning | +19% |
| Temporal | +7% |
| Arcane | +17% |
| Fire | +8% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 40 (30%) |
| Defense | 17.9 |
| Ranged Defense | 22.95 |
| Fatigue | 4 |
| Physical Save | 41.697268838313 |
| Spell Save | 47.458935504979 |
| Mental Save | 37.4175 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Nature | + 10%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. Also while Heroism is active, you will only die when reaching -382 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Age Manipulation | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Time Travel | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Carbon Spikes |
| talent | Entropic Field |
| talent | Chant of Fortitude |
| talent | Energy Decomposition |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 65.11 life per turn. Regeneration |
| beneficial effect | Increases global action speed by 18%. Speed |
| beneficial effect | Increases your three highest stats by 7. Heroism |
| beneficial effect | The target's saves have been increased by 3. Spin Fate |
| detrimental effect | All damage done by the target will also hurt it for 24%. Martyrdom |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Terlin. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Spin Fate (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random, you need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 85. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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 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 warg claw. * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * You've found the needed green worm. | 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 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 | dreamer's pair of hardened leather boots of speed (0 def, 3 armour) dreamer's pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +7 Movement speed: +20% A pair of boots made of leather. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +2 A cap made of leather. |
| Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox failures(equivalent to willpower): +25 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping track with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | gladiator's gold ring of lightning (+24%) gladiator's gold ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +6 Str / +4 Con Changes resistances: +24% lightning Changes damage: +12% lightning 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: +15% 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 18% chance to completely evade them for 10 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 | Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Armour Penetration: +10 Attack speed: 100% When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| On hands | heroic hardened leather gloves (0 def, 6 armour) heroic hardened leather gloves (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +8 Maximum life: +45.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | shimmering silk robe of power (3 def, 0 armour) shimmering silk robe of power (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +17% physical / +17% arcane / +8% fire / +11% cold / +7% lightning / +9% acid / +5% nature / +10% blight Maximum mana: +58.00 Spellpower: +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | regal cashmere cloak of the guardian (7 def, 5 armour) regal cashmere cloak of the guardian (7 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +7 Changes stats: +3 Wil Physical save: +10 Spell save: +8 Mental save: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
wizard's copper ring of arcane power wizard's copper ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Spellpower: +5 Rings can have magical properties. |
Arovena the elven-wood starstaff (25-30 power, 5 apr, physical damage) Arovena the elven-wood starstaff (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +2 Cun Changes resistances: +6% mind Changes damage: +25% physical Talent granted: +1 Command Staff Physical save: +11 Spell save: +6 Mental save: +3 Spellpower: +12 Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Str / +1 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (9 def, 3 armour) Yeek-fur Robe (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 Changes resistances: +20% cold Changes damage: +5% mind Mental save: +10 Mindpower: +5 A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is you can't help but feel a little queasy wearing it. |
spellwoven linen robe of power (0 def, 0 armour) spellwoven linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +6% physical / +5% arcane / +6% fire / +6% cold / +6% lightning / +5% acid / +5% nature / +5% blight Spellpower: +8 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of hardened leather boots (0 def, 3 armour) dreamer's pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +8 Spell save: +7 Mental save: +5 A pair of boots made of leather. |
Shadebright (1 def, 2 armour) Shadebright (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +2 Defense: +1 Fatigue: +6% Changes damage: +9% darkness Critical mult.: +20.00% A suit of armour made of leather. |
77 alchemist agate 77 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. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the badger (dig speed 20 turns) iron pickaxe of the badger (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 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. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Terlin the Shalore Paradox Mage level 20
14th Pyre 123rd year of Ascendancy at 08:30 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Terlin the Shalore Paradox Mage level 12
78th Dusk 122nd year of Ascendancy at 18:56 see stats
Exterminator
Killed 1000 creatures.By Terlin the Shalore Paradox Mage level 18
47th Regrowth 123rd year of Ascendancy at 04:06 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Terlin the Shalore Paradox Mage level 20
14th Pyre 123rd year of Ascendancy at 09:05 see stats
Level 10
Got a character to level 10.By Terlin the Shalore Paradox Mage level 10
11st Dusk 122nd year of Ascendancy at 03:42 see stats
Level 20
Got a character to level 20.By Terlin the Shalore Paradox Mage level 20
1st Time of Balance 123rd year of Ascendancy at 12:55 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Terlin the Shalore Paradox Mage level 19
1st Time of Balance 123rd year of Ascendancy at 12:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Terlin the Shalore Paradox Mage level 11
35th Dusk 122nd year of Ascendancy at 04:28 see stats
Santassacre!
Killed the little helper elves after saving them!By Terlin the Shalore Paradox Mage level 20
1st Time of Balance 123rd year of Ascendancy at 13:01 see stats
That was close
Killed your target while having only 1 life left.By Terlin the Shalore Paradox Mage level 23
12nd Dusk 123rd year of Ascendancy at 14:27 see stats
The Arena
Unlocked Arena mode.By Terlin the Shalore Paradox Mage level 9
4th Dusk 122nd year of Ascendancy at 23:36 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Terlin the Shalore Paradox Mage level 17
46th Regrowth 123rd year of Ascendancy at 02:44 see stats
The secret city
Discovered the truth about mages.By Terlin the Shalore Paradox Mage level 16
2nd Regrowth 123rd year of Ascendancy at 09:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Terlin the Shalore Paradox Mage level 17
46th Regrowth 123rd year of Ascendancy at 05:03 see stats
Unstoppable
Returned from the dead.By Terlin the Shalore Paradox Mage level 22
8th Dusk 123rd year of Ascendancy at 02:35 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Terlin the Shalore Paradox Mage level 4
78th Pyre 122nd year of Ascendancy at 13:15 see stats
Log
Aeradhenne the cold drake hits Terlin for 58 physical damage.
Cold drake hatchling resists the knockback!
Cold drake hatchling resists the knockback!
Cold drake hatchling resists the knockback!
Cold drake hatchling resists the knockback!
Cold drake hatchling resists the knockback!
Cold drake hatchling resists the knockback!
Cold drake hatchling resists the knockback!
Terlin hits cold drake hatchling for 75 physical damage.
Terlin hits cold drake hatchling for 75 physical damage.
Terlin hits cold drake hatchling for 72 physical damage.
Terlin hits cold drake hatchling for 75 physical damage.
Terlin hits cold drake hatchling for 70 physical damage.
Terlin hits cold drake hatchling for 75 physical damage.
Terlin hits cold drake hatchling for 75 physical damage.
Terlin killed cold drake hatchling!
Cold drake hatchling hits Terlin for 15 physical damage.
Cold drake hatchling hits Terlin for 14 physical damage.
Aeradhenne the cold drake hits Terlin for 28 light damage.
Cold drake hatchling hits Terlin for 15 physical damage.
Cold drake hatchling hits Terlin for 15 physical damage.
Cold drake hatchling hits Terlin for 14 physical damage.
Cold drake hatchling hits Terlin for 15 physical damage.
Cold drake hatchling hits Terlin for 15 physical damage.
You cannot go into the wilds with the following effects: Martyrdom
Terlin casts Gravity Spike.
Saving done.
Saving done.
Saving game...
