Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 21 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 8 on the 15th Dusk 122nd year of Ascendancy at 14:29 0 / 7Killed by luminous horror at level 19 on the 66th Regrowth 123rd year of Ascendancy at 13:40 Killed by enthralled slave at level 19 on the 69th Regrowth 123rd year of Ascendancy at 12:44 Killed by grave wight at level 20 on the 2nd Pyre 123rd year of Ascendancy at 18:13 Killed by orc necromancer at level 20 on the 4th Pyre 123rd year of Ascendancy at 13:08 Killed by The Master at level 21 on the 6th Pyre 123rd year of Ascendancy at 05:26 Killed by degenerated skeleton warrior at level 21 on the 6th Pyre 123rd year of Ascendancy at 05:45 |
Primary Stats
| Strength | 53 (base 31) |
| Dexterity | 41 (base 17) |
| Constitution | 41 (base 14) |
| Magic | 60 (base 48) |
| Willpower | 21 (base 15) |
| Cunning | 22 (base 10) |
Resources
| Life | -1/722 |
| Vim | 157/180 |
| Healing Factor | 1.26 |
| Regeneration | 5.355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +81.632653061224% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 37 |
| Crit Chance | 20% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 49 |
| Accuracy | 37 |
| Crit Chance | 19% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44.618588113312 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.92 (81.030927835052%) |
| Defense | 25.925 |
| Ranged Defense | 25.925 |
| Fatigue | 27 |
| Physical Save | 33.95 |
| Spell Save | 40.783333333333 |
| Mental Save | 29.025 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 49% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 7. Bloodlust |
| detrimental effect | The target is blinded, unable to see anything and takes 20.63 darkness damage per turns. Bane of Blindness |
| detrimental effect | Reduces global action speed by 22%. Slow |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by skeleton archer. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by hornet swarm. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by skeleton master archer. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic 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 |
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: 30. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of squid ink. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 length of troll intestine. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed bear paw. * You've found the needed naga tongue. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots of evasion (11 def, 3 armour) pair of hardened leather boots of evasion (11 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +11 Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them and granting you 21 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Amygabar the dwarven-steel helm (0 def, 4 armour) Amygabar the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +4 Str Changes resistances: +14% mind / +8% nature Changes damage: +9% arcane Grants telepathy: Dragon Critical mult.: +5.00% Spell save: +6 Mental save: +18 Confusion immunity: +24% Maximum life: +40.00 Maximum psi: +20.00 Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +10 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 217.2 Physical damage. If the attack hits, the target is confused (39% 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 | restful iron gauntlets of the iron hand (0 def, 1 armour) restful iron gauntlets of the iron hand (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +5 Life regen: +1.20 Stamina each turn: +0.50 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Aroriwe the dwarven-steel torque of thermal psionic shield [power 79] (22/20 cooldown) Aroriwe the dwarven-steel torque of thermal psionic shield [power 79] (22/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Str Reduces incoming crit damage: 10.00% Mental crit. chance: +1% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of light (+26%) warrior's steel ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% light Changes damage: +13% light Rings can have magical properties. |
| On fingers | sneakthief's steel ring of clarity sneakthief's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +6 Cun / +5 Dex Mental save: +5 Confusion immunity: +25% Rings can have magical properties. |
| Around neck | Harirak the voratun amulet Harirak the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 8 arcane / 8 blight Changes stats: +6 Dex / +2 Mag / +6 Cun / +20 Con Changes damage: +3% arcane Spell save: +9 Life regen: +0.80 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Galogas (40-56 power, 6 apr) Galogas (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning / +23 cold Burst (radius 1) on hit: +15 fire When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% mind / +6% cold Spell save: +9 One-handed war axes. |
| Around waist | insulating hardened leather belt of magery insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +7% cold / +7% fire Spell crit. chance: +3% A belt that goes around your waist. |
| In off hand | Duathelusher (31-43.4 power, 5 apr) Duathelusher (31-43.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Effects on melee hit: * 30% chance to inflict damage reduction Changes damage: +6% arcane Critical mult.: +14.00% Spell save: +10 Spellpower: +2 One-handed war axes. |
| Cloak | 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 into its very fabric. |
| Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (26-36.4 power, 4 apr)dwarven-steel mace (26-36.4 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
warbringer's dwarven-steel mace of amnesia (28-39.2 power, 4 apr) warbringer's dwarven-steel mace of amnesia (28-39.2 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +7 Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Blunt and deadly. |
stralite waraxe (33-46.2 power, 5 apr) stralite waraxe (33-46.2 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
Polonor the Forestnull (5 def, 11 armour) Polonor the Forestnull (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 blight Changes stats: +3 Str / +5 Wil / +5 Cun / +3 Con Changes resistances: +8% acid / +7% physical / +7% cold / +10% fire / +6% nature / +7% lightning Changes damage: +6% nature Talent cooldown: Rush (-5 turns) Mental save: +14 Disarm immunity: +23% Stun/Freeze immunity: +25% Knockback immunity: +22% Life regen: +4.10 Stamina each turn: +1.50 A suit of armour made of metal plates. |
onyx 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. |
lapis lazuli 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. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
garnet 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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Starn the Skeleton Reaver level 8
14th Dusk 122nd year of Ascendancy at 15:37 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Starn the Skeleton Reaver level 17
46th Regrowth 123rd year of Ascendancy at 14:16 see stats
Exterminator
Killed 1000 creatures.By Starn the Skeleton Reaver level 16
44th Regrowth 123rd year of Ascendancy at 20:06 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Starn the Skeleton Reaver level 19
68th Regrowth 123rd year of Ascendancy at 03:49 see stats
Level 10
Got a character to level 10.By Starn the Skeleton Reaver level 10
30th Dusk 122nd year of Ascendancy at 23:58 see stats
Level 20
Got a character to level 20.By Starn the Skeleton Reaver level 20
1st Time of Balance 123rd year of Ascendancy at 04:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Starn the Skeleton Reaver level 12
66th Dusk 122nd year of Ascendancy at 22:54 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Starn the Skeleton Reaver level 19
68th Regrowth 123rd year of Ascendancy at 04:38 see stats
The Arena
Unlocked Arena mode.By Starn the Skeleton Reaver level 7
9th Flare 122nd year of Ascendancy at 06:28 see stats
The secret city
Discovered the truth about mages.By Starn the Skeleton Reaver level 9
29th Dusk 122nd year of Ascendancy at 14:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Starn the Skeleton Reaver level 19
68th Regrowth 123rd year of Ascendancy at 04:04 see stats
Unstoppable
Returned from the dead.By Starn the Skeleton Reaver level 21
6th Pyre 123rd year of Ascendancy at 05:26 see stats
Log
Something hits Starn for 11 physical, 12 physical (23 total damage).
Starn hits Something for 7 blight, 4 physical, 8 arcane, 7 blight, 4 physical, 8 arcane (38 total damage).
Starn hits Something for 7 blight, 4 physical, 8 arcane (19 total damage).
Something hits Starn for 3 physical damage.
Starn hits Something for (2 absorbed), 0 blight, (1 absorbed), 0 physical, (3 absorbed), 0 arcane (0 total damage).
Something hits Starn for 76 physical damage.
Bane of Blindness from The Master hits Starn for 21 darkness damage.
You are unable to move!
Something hits Starn for 38 physical, 7 acid (45 total damage).
Something hits Starn for 15 physical damage.
Starn hits Something for 3 blight, 2 physical, 3 arcane (8 total damage).
Starn hits Something for 3 blight, 2 physical, 3 arcane (8 total damage).
Something hits Starn for 3 physical damage.
Bane of Blindness from The Master hits Starn for 21 darkness damage.
Starn casts Bone Spear.
Starn misses Something.
Starn misses Something.
Something misses Starn.
Starn is disarmed!
Something hits Starn for 20 physical damage.
Starn hits Something for 3 blight, 2 physical, 4 arcane (9 total damage).
Starn hits Something for 3 blight, 2 physical, 4 arcane (9 total damage).
Something hits Starn for 3 physical damage.
Bane of Blindness from The Master hits Starn for 21 darkness damage.
Starn hits Something for 10 physical, 0 arcane (10 total damage).
Something misses Starn.
Saving game...
