Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
Addons | Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.2.0Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Eternal Darkness 1.2.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Hero |
Level / Exp | 25 / 5% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 99 (base 54) |
Dexterity | 79 (base 54) |
Constitution | 82 (base 54) |
Magic | 58 (base 54) |
Willpower | 74 (base 54) |
Cunning | 65 (base 54) |
Resources
Mana | 8290/8290 |
Psi | 164/164 |
Life | 1274/1274 |
Souls | 10/10 |
Stamina | 312/312 |
Healing Factor | 1.3 |
Regeneration | 1.3 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | 187 |
Accuracy | 71 |
Crit Chance | 58% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53.774629002119 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 47.6 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 54.6 (100%) |
Defense | 61.794802447847 |
Ranged Defense | 61.794802447847 |
Fatigue | 22 |
Physical Save | 63.733333333333 |
Spell Save | 49.594444444444 |
Mental Save | 55.411111111111 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Disarm Resistance | 29% |
Pinning Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 81% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 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: 14 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. |
Class Talents
Cunning / Tactical | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Reaping | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Necrotic minions | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Vampirism | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Psi-fighting | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Necrosis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Will o' the Wisp |
talent | Vampiric Gift |
talent | Arcane Combat |
talent | Death Vortex |
talent | Beyond the Flesh |
talent | Phantasmal Shield |
talent | Necrotic Aura |
talent | Blur Sight |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
beneficial effect | The target is recovering 58 life each turn. Recovery |
beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by grave wight. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)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 Minotaur. * 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 unlocked the training room. * 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: 4017. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 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 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 within2 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* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
Psionic focus | Arcbane (47-75.2 power, 3 apr) Arcbane (47-75.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +8 lightning Burst (radius 1) on hit: +19 fire When wielded/worn: Changes resistances: +6% lightning Changes damage: +9% light Massive two-handed swords. |
Light source | Moldnaught the brass lantern Moldnaught the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% light / +3% acid Changes damage: +3% nature Maximum life: +45.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Polimitira' (2 def, 0 armour) cashmere wizard hat 'Polimitira' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 30% chance to corrode armor Changes stats: +6 Wil Changes resistances penetration: +15% acid Changes damage: +6% blight Physical save: +10 A pointy cloth hat, very wizardly... |
On feet | Xarakira (0 def, 3 armour) Xarakira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +22 Physical save: +7 Spell save: +3 Silence immunity: +20% Confusion immunity: +10% Stun/Freeze immunity: +5% A pair of boots made of leather. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.6 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | psionicist's gold ring of tenacity psionicist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 Disarm immunity: +29% Pinning immunity: +31% Knockback immunity: +31% Maximum life: +28.00 Rings can have magical properties. |
On fingers | rogue's gold ring of time (+11%) rogue's gold ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. |
Around neck | Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 169.32 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cloak | Skyquill the cashmere cloak (2 def, 0 armour) Skyquill the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Defense: +2 Effects on melee hit: * 30% chance to daze Changes stats: +3 Dex / +2 Wil / +3 Cun / +3 Con Changes damage: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all units within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For every unit (up to 10) drained, the armor's stats increase, but decrease over 10 turns until back to normal, costing 22 power out of 18/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
Inventory
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 34 power out of 40/40) : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 253 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
thunderous stralite greatsword (48.5-77.6 power, 3 apr) thunderous stralite greatsword (48.5-77.6 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19% chance to daze When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +12% lightning Massive two-handed swords. |
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. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 43 power out of 50/50) : Effective talent level: 2.8 Power cost: 43 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 28 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
bladed rough leather cap of trickery (0 def, 1 armour) bladed rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Damage when hit (Melee): 5 physical Changes stats: +2 Str / +2 Dex / +2 Cun It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 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 261.4 Physical damage. If the attack hits, the target is confused (44% 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 cap made of leather. |
impenetrable dwarven-steel plate armour of Eyal (5 def, 20 armour) impenetrable dwarven-steel plate armour of Eyal (5 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +5 Fatigue: +24% Life regen: +1.50 Maximum life: +43.00 Healing mod.: +17% A suit of armour made of metal plates. |
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. |
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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 9 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. |
2 garnet 2 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 172 power out of 348/400. 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
By Zero the Skeleton Hero level 19
47th Haze 122nd year of Ascendancy at 12:13 see stats
By Zero the Skeleton Hero level 19
45th Haze 122nd year of Ascendancy at 01:55 see stats
By Zero the Skeleton Hero level 24
42nd Regrowth 123rd year of Ascendancy at 04:39 see stats
By Zero the Skeleton Hero level 22
38th Regrowth 123rd year of Ascendancy at 19:04 see stats
By Zero the Skeleton Hero level 10
79th Dusk 122nd year of Ascendancy at 12:59 see stats
By Zero the Skeleton Hero level 21
75th Haze 122nd year of Ascendancy at 13:44 see stats
By Zero the Skeleton Hero level 3
20th Dusk 122nd year of Ascendancy at 15:31 see stats
By Zero the Skeleton Hero level 18
44th Haze 122nd year of Ascendancy at 20:07 see stats
By Zero the Skeleton Hero level 10
53rd Dusk 122nd year of Ascendancy at 17:51 see stats
By Zero the Skeleton Hero level 12
13rd Haze 122nd year of Ascendancy at 00:46 see stats
By Zero the Skeleton Hero level 10
53rd Dusk 122nd year of Ascendancy at 13:44 see stats
By Zero the Skeleton Hero level 20
71st Haze 122nd year of Ascendancy at 15:37 see stats
By Zero the Skeleton Hero level 12
12nd Haze 122nd year of Ascendancy at 02:22 see stats
By Zero the Skeleton Hero level 21
75th Haze 122nd year of Ascendancy at 15:13 see stats
By Zero the Skeleton Hero level 4
20th Dusk 122nd year of Ascendancy at 17:27 see stats
By Zero the Skeleton Hero level 13
13rd Haze 122nd year of Ascendancy at 02:52 see stats
By Zero the Skeleton Hero level 19
60th Haze 122nd year of Ascendancy at 10:57 see stats
By Zero the Skeleton Hero level 13
23rd Haze 122nd year of Ascendancy at 22:23 see stats
By Zero the Skeleton Hero level 3
20th Dusk 122nd year of Ascendancy at 15:31 see stats
By Zero the Skeleton Hero level 3
20th Dusk 122nd year of Ascendancy at 15:31 see stats
By Zero the Skeleton Hero level 18
44th Haze 122nd year of Ascendancy at 23:23 see stats
Log
Zero has 611 stat point(s), 15 class talent point(s), 24 generic talent point(s), 11 category point(s), 15 prodigies point(s) to spend. Press p to use them.
You collect a new ingredient: orc heart.
Zero leeches life from Glynor the orc pyromancer!
Zero receives 29 healing from Glynor the orc pyromancer.
Zero hits Glynor the orc pyromancer for 439 physical damage.
Zero hits Zero for 75 healing, 74 healing, 74 healing (0 total damage) [223 healing].
Zero deactivates Beyond the Flesh.
Zero activates Beyond the Flesh.
Runed bone giant stops burning.
Zero killed Glynor the orc pyromancer!
Zero deactivates Beyond the Flesh.
Zero activates Beyond the Flesh.
Talent Fireflash is ready to use.
Zero receives 76 healing.
Zero deactivates Beyond the Flesh.
Zero activates Beyond the Flesh.
Zero receives 76 healing.
Zero deactivates Beyond the Flesh.
Zero activates Beyond the Flesh.
Zero receives 76 healing.
Lore found: Loremaster Verutir's note
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: learnt lore).
Zero deactivates Beyond the Flesh.
Zero activates Beyond the Flesh.
Zero receives 76 healing.
The necrotic vortex surrounding Zero dissipates.