











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Hedge Wizard Must Come 1.7.2Make Forest Troll Hedge-Wizard come at a higher probability. New Alchemist 1.7.2Full remake of Alchemist and gems: Changes for gems: Remake of Golem:  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | New Alchemist | 
| Level / Exp | 15 / 48% | 
| Size | big | 
| Lifes / Deaths | Killed by war hound at level 15 on the 64th Dusk 122nd year of Ascendancy at 11:30 3 / 3Killed by Ivubrema the giant black ant at level 15 on the 4th Haze 122nd year of Ascendancy at 09:56 Killed by Yeaaas at level 15 on the 4th Haze 122nd year of Ascendancy at 12:55  | 
Primary Stats
| Strength | 15 (base 10) | 
| Dexterity | 28 (base 21) | 
| Constitution | 32 (base 25) | 
| Magic | 52 (base 37) | 
| Willpower | 21 (base 11) | 
| Cunning | 20 (base 10) | 
Resources
| Life | 503/503 | 
| Mana | 275/295 | 
| Healing Factor | 1.3224420161894 | 
| Regeneration | 0.33061050404735 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 56 | 
| Accuracy | 21 | 
| Crit Chance | 4% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 43 | 
| Crit Chance | 19% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +20% | 
| Cold | +26% | 
| All | 0% | 
| Lightning | +20% | 
| Light | +3% | 
| Temporal | +3% | 
| Darkness | +11% | 
| Fire | +20% | 
| Nature | +3% | 
Offense: Damage Penetration
| Light | +5% | 
| All | 0% | 
| Physical | +5% | 
| Fire | +5% | 
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 25 | 
| Ranged Defense | 25 | 
| Fatigue | 0 | 
| Physical Save | 29 | 
| Spell Save | 35 | 
| Mental Save | 23 | 
Defense: Resistances
| Acid | + 26%( 70%) | 
| Blight | + 19%( 70%) | 
| Arcane | + 25%( 70%) | 
| Cold | + 35%( 70%) | 
| All | + 17%( 70%) | 
| Darkness | + 30%( 70%) | 
| Lightning | + 29%( 70%) | 
| Mind | + 19%( 70%) | 
| Fire | + 36%( 70%) | 
| Nature | + 22%( 70%) | 
Defense: Immunities
| Teleport Resistance | 30% | 
| Silence Resistance | 27% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 20% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Spell / Advanced-golemancy | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Golemancy | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Explosive admixtures | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Alchemy potions | 1.30 | 
  | 0/1 | 
  | 5/1 | 
  | 5/1 | 
  | 5/1 | 
  | 0/1 | 
  | 0/1 | 
  | 0/1 | 
  | 0/1 | 
  | 0/1 | 
  | 0/1 | 
| Spell / Gem spell | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 4/5 | 
  | 0/5 | 
| Spell / Stone alchemy | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
You successfully escorted the lost spellblade to the recall portal on level 2 of Trollmire. Escort: lost spellblade (level 2 of Trollmire)As a reward you improved talent Arcane Reconstruction (+2 level(s)).  | done | 
You successfully escorted the lost spellblade to the recall portal on level 3 of Trollmire. Escort: lost spellblade (level 3 of Trollmire)As a reward you improved talent Shielding (+2 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret.  | 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 within2 lumberjacks have died.  | done | 
Equipment
| On feet |  Sewernaught (0 def, 9 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Physical save: +9 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Teleport immunity: +10% Only die when reaching: -60.00 life Maximum psi: +20.00 A pair of boots made of leather.  | 
| Quiver |  60 alchemist zirconRequires: - Gem related talents 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 50% chance to daze for 2 turns Gems can be sold for money or used in arcane rituals.  | 
| Light source |  bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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 |  shielding linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +16% darkness Changes damage: +11% darkness Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly...  | 
| Tool |  Frostwolf the elm totem of healing [power 110]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +5% arcane Changes damage: +6% cold Confusion immunity: +20% Hate when firing a critical mind attack: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  Ademina the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +5% arcane Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Maximum life: +20.00 Healing mod.: +15% Rings make your fingers look great!  | 
| On fingers |  SplendourgrinderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +5% physical Changes damage: +3% temporal Critical mult.: +20.00% Rings make your fingers look great!  | 
| Around waist |  spiritwalker's rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +4 Mag Spell save: +5 (+2 eff.) Mana each turn: +0.13 Maximum mana: +22.00 Size category: +1 A belt that goes around your waist.  | 
| In main hand |  Staff of Destruction (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction.  | 
| On hands |  Glimmerwild (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage (Melee): 6 nature Damage when hit (Melee): 8 light Changes resistances: +6% nature / +3% mind Changes resistances penetration: +5% light / +5% fire Changes damage: +3% nature / +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  cashmere robe of Angolwen  (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +8 Mag / +8 Wil / +5 Cun / +5 Con Changes resistances: +11% all Silence immunity: +27% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  linen cloak 'Zubyrin' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% blight Physical save: +6 (+3 eff.) Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  insulating copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% fire / +10% cold Amulets make your neck look great!  | 
Inventory
 healing infusion of the wizard (heal 163; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 acid wave rune of the duelist (damage 107; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 106.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 manasurge rune (regen 642% over 10 turns; mana 32; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 642% for 10 turns (40 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions  | 
 shatter afflictions rune of the warrior (absorb 35; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions  | 
 elm starstaff (10-12 power, 2 apr, light element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
 horrifying vined mindstar of storms (6-7 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning / 3 mind / 4 darkness Changes stats: +1 Str / +2 Dex / +2 Mag / +1 Wil / +2 Cun / +1 Con Changes resistances: +5% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning / +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 22.93 to 28.67 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force.  | 
 Shockkin (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +7% blight / +27% nature / +9% all Changes resistances penetration: +10% lightning Changes damage: +14% nature Critical mult.: +12.00% Spell save: +3 (+1 eff.) Life regen: +1.80 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Maximum life: +41.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 9 agateRequires: - Gem related talents 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 79 alchemist citrineRequires: - Gem related talents 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals.  | 
 Falydofang (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +1 Str / +3 Dex / +1 Con Changes resistances: +5% darkness / +6% fire Maximum hate: +2.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 iron pickaxe 'Ivurithra' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +2 Wil / +1 Cun Changes resistances: +3% mind Changes damage: +9% mind Mental save: +3 (+2 eff.) Maximum hate: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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) Activation costs 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.  | 
 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 after 40 turns Activation costs 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.  | 
 piercing elm totem of healing [power 116]  (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power.  | 
Achievements
			Curse Lifter (Madness (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Yeaaas the Cornac New Alchemist level 9
8th Dusk 122nd year of Ascendancy at 02:14 see stats
			Level 10 (Madness (Adventure) difficulty)
			Got a character to level 10.By Yeaaas the Cornac New Alchemist level 10
22nd Dusk 122nd year of Ascendancy at 21:13 see stats
			The Arena (Madness (Adventure) difficulty)
			Unlocked Arena mode.By Yeaaas the Cornac New Alchemist level 8
1st Dusk 122nd year of Ascendancy at 20:20 see stats
			The secret city (Madness (Adventure) difficulty)
			Discovered the truth about mages.By Yeaaas the Cornac New Alchemist level 10
28th Dusk 122nd year of Ascendancy at 12:24 see stats
			Treasure Hunter (Madness (Adventure) difficulty)
			Amassed 1000 gold pieces.By Yeaaas the Cornac New Alchemist level 15
64th Dusk 122nd year of Ascendancy at 10:25 see stats
			Utterly Destroyed (Madness (Adventure) difficulty)
			Died on the Eidolon Plane.By Yeaaas the Cornac New Alchemist level 15
4th Haze 122nd year of Ascendancy at 12:55 see stats
Log
Yeaaas hits Layywen the dire wolf for 46 physical damage.
Yeaaas hits Ivubrema the giant black ant for 34 physical damage.
Talent Double Heal is ready to use.
Ivubrema the giant black ant uses Ice Claw.
Melee retaliation hits Ivubrema the giant black ant for 4 light damage.
Ivubrema the giant black ant hits Yeaaas for 290 cold damage.
Yeaaas the level 15 cornac new alchemist was frozen and shattered into a million little shards to death by Ivubrema the giant black ant on level 1 of Old Forest.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ivubrema the giant black ant killed Yeaaas!
Saving game...
Resting starts...
Talent Throw Bomb is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Refit Golem is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Shielding is ready to use.
Talent Gem Portal is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Defensive Posture is ready to use.
Yeaaas activates Defensive Posture.
Saving done.
Rested for 86 turns (stop reason: all resources and life at maximum).
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!




















































