Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 | 
| Addons | Store Wish List 1.0.3 Stone Wardens DLC Class 1.0.3 "Save" Talent/Stat Points 1.0.3 Notes to Self 1.0.3 Use Item Shortcuts 1.0.3 Tier-1 Short Circuit Option 1.0.3 Inventory Keys 1.0.3 Inventory Sort Order 1.0.3 Rest Tweaks (Rechargeables, Auto-use and More!) 1.0.1 Auto-Transmo Gems 1.0.3 Talent Point Planner 1.0.3 Items Vault 1.0.3  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 17 / 54% | 
| Size | medium | 
| Lifes / Deaths | Killed by slaver at level 10 on the 35th Dusk 122nd year of Ascendancy at 05:57 0 / 6Killed by Bethabrevea the sandworm destroyer at level 11 on the 67th Dusk 122nd year of Ascendancy at 10:37 Killed by Betirin the green worm mass at level 11 on the 67th Dusk 122nd year of Ascendancy at 11:54 Killed by slimy ooze at level 12 on the 68th Dusk 122nd year of Ascendancy at 08:23 Killed by Cyryvea the ghoul at level 17 on the 45th Haze 122nd year of Ascendancy at 12:09 Killed by Cyryvea the ghoul at level 17 on the 45th Haze 122nd year of Ascendancy at 12:22  | 
Primary Stats
| Strength | 60 (base 34) | 
| Dexterity | 65 (base 44) | 
| Constitution | 15 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 18 (base 10) | 
| Cunning | 15 (base 12) | 
Resources
| Life | -4/386 | 
| Stamina | 168/168 | 
| Healing Factor | 1.2 | 
| Regeneration | 6.48 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Stealth | 11 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 111 | 
| Accuracy | 48 | 
| Crit Chance | 5% | 
| APR | 10 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 7.5 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21.8 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +12% | 
| Nature | +6% | 
| Physical | +14% | 
| Fire | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 13 (30%) | 
| Defense | 29.125 | 
| Ranged Defense | 31.625 | 
| Fatigue | 11 | 
| Physical Save | 38.0625 | 
| Spell Save | 32.3375 | 
| Mental Save | 22.2125 | 
Defense: Resistances
| Lightning | + 24%( 70%) | 
| Darkness | + 6%( 70%) | 
| Physical | + 4%( 70%) | 
| All | 0%( 70%) | 
| Nature | + 9%( 70%) | 
Defense: Immunities
| Stun Resistance | 5% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 4 turns. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Archery - bows | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery - slings | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery prowess | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Archery training | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 0.90 | 
  | 1/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Field control | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception | 
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption | 
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 lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1.  | done | 
You failed to protect the lost anorithil from death by brown bear. Escort: lost anorithil (level 2 of Trollmire) | failed | 
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 Strength by +2.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
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. The fortress's current energy level is: 24.  | 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 xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations.  | 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +2 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather.  | 
| Quiver | sentry's quiver of yew arrows of corruption (28/28, 34.5-48.3 power, 10 apr) sentry's quiver of yew arrows of corruption (28/28, 34.5-48.3 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 28 Turns elapse between self-loadings: 5 Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits(ranged): +7 darkness / +5 blight Arrows are used with bows to pierce your foes to death.  | 
| Light source | scorching alchemist's lamp of revealing scorching alchemist's lamp of revealingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 15 fire Light radius: +3 See stealth: +11 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live.  | 
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks.  | 
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| On fingers | steel ring of lightning (+24%) steel ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties.  | 
| Around waist | Dagyrath DagyrathPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Ranged Defense: +2 Changes resistances: +3% physical Stun/Freeze immunity: +5% A belt that goes around your waist.  | 
| In main hand | ranger's ash longbow of fire ranger's ash longbow of fireRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +7 fire When wielded/worn: Changes stats: +1 Dex Changes damage: +10% fire Longbows are used to shoot arrows at your foes.  | 
| On hands | iron gauntlets of dexterity (+3) (0 def, 1 armour) iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.34 to 109.01 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck.  | 
| 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 in its very fabric.  | 
| Around neck | Dairoregobar DairoregobarInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +1% physical Physical save: +9 Spell save: +6 Amulets can have magical properties.  | 
Inventory
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% See stealth: +5 See invisible: +5 Rings can have magical properties.  | 
warrior's steel ring of light (+20%) warrior's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties.  | 
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!  | 
arcing iron longsword of crippling (7-9.8 power, 2 apr) arcing iron longsword of crippling (7-9.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 lightning When wielded/worn: Physical crit. chance: +6.0% Sharp, long, and deadly.  | 
This item will automatically be transmogrified when you leave the level. huntsman's steel longsword of massacre (19.5-27.3 power, 3 apr)huntsman's steel longsword of massacre (19.5-27.3 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 nature Damage against: +10% Animal Sharp, long, and deadly.  | 
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 80% Damage conversion: 50% lightning When wielded/worn: Accuracy: +7 It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.  | 
Hornet Stingers (13/15, 20-28 power, 10 apr) Hornet Stingers (13/15, 20-28 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 15 Damage when this weapon hits(ranged): +15 crippling poison A vile poison drips from the tips of these arrows.  | 
acidic quiver of ash arrows of accuracy (12/12, 21.5-30.1 power, 7 apr) acidic quiver of ash arrows of accuracy (12/12, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy: +6 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits(ranged): +7 acid Arrows are used with bows to pierce your foes to death.  | 
grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Life regen: +0.30 Healing mod.: +10% A belt that goes around your waist.  | 
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
insulating iron helm of strength (+3) (0 def, 3 armour) insulating iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
Saluvena (2 def, 4 armour) Saluvena (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer hits(melee): 2 arcane Changes resistances: +5% arcane A suit of armour made of mail.  | 
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of clarity (2 def, 6 armour)spiked steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 12 physical Mental save: +11 A suit of armour made of mail.  | 
This item will automatically be transmogrified when you leave the level. steel shield of harmony (6 def, 2 armour, 37.5 block)steel shield of harmony (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 13 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices  | 
51 alchemist agate 51 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.  | 
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 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.  | 
guard's brass lantern of revealing guard's brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 See stealth: +5 See invisible: +6 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.  | 
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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.  | 
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow.  | 
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +10% nature 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.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Oletotir of kinetic psionic shield [power 27]  (20 cooldown) Oletotir of kinetic psionic shield [power 27]  (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Con Damage when the wearer hits(melee): 2 physical Maximum stamina: +15.00 It can be used to setup a psionic shield, reducing all physical and acid damage by 27 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers.  | 
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough.  | 
Achievements
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Kadugund the Skeleton Archer level 11
44th Dusk 122nd year of Ascendancy at 06:14 see stats
			Exterminator
			Killed 1000 creatures.By Kadugund the Skeleton Archer level 15
22nd Haze 122nd year of Ascendancy at 19:41 see stats
			Fear me not!
			Survived the Fearscape!By Kadugund the Skeleton Archer level 17
45th Haze 122nd year of Ascendancy at 10:59 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kadugund the Skeleton Archer level 15
6th Haze 122nd year of Ascendancy at 09:30 see stats
			Level 10
			Got a character to level 10.By Kadugund the Skeleton Archer level 10
3rd Dusk 122nd year of Ascendancy at 17:45 see stats
			The Arena
			Unlocked Arena mode.By Kadugund the Skeleton Archer level 9
2nd Flare 122nd year of Ascendancy at 21:57 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kadugund the Skeleton Archer level 11
36th Dusk 122nd year of Ascendancy at 16:20 see stats
			The secret city
			Discovered the truth about mages.By Kadugund the Skeleton Archer level 9
3rd Summertide 122nd year of Ascendancy at 23:03 see stats
			Thralless
			Freed at least 30 enthralled slaves in the slavers compound.By Kadugund the Skeleton Archer level 11
35th Dusk 122nd year of Ascendancy at 23:19 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Kadugund the Skeleton Archer level 16
34th Haze 122nd year of Ascendancy at 02:18 see stats
Log
You have no more lives left.
Kadugund is not stunned anymore.
Kadugund is no longer pinned.
Kadugund is free from the rotting disease.
Kadugund speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Resting starts...
Talent Flare is ready to use.
Talent Crippling Shot is ready to use.
Talent Bone Armour is ready to use.
Talent Rune: Teleportation is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You are sent back to the material plane!
Kadugund uses Crippling Shot.
Kadugund's Rune: Shielding has been disrupted by anti-magic forces!
Cyryvea the ghoul uses Steady Shot.
Kadugund shrugs off the effect 'Spell Disruption'!
Cyryvea the ghoul hits Kadugund for 31 lightning, 131 physical, 5 lightning damage (total 165.49).
Cyryvea the ghoul uses Piercing Arrow.
Kadugund shrugs off the effect 'Spell Disruption'!
Cyryvea the ghoul hits Kadugund for 26 lightning, 110 physical, 5 lightning damage (total 139.24).
Cyryvea the ghoul uses Volley of Arrows.
Saving game...
