Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.0 | 
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.1.6Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 15 / 28% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 13:160 / 7 Killed by thief at level 7 on the 2nd Mirth 122nd year of Ascendancy at 19:40 Killed by The Possessed at level 7 on the 6th Mirth 122nd year of Ascendancy at 12:00 Killed by ritch flamespitter at level 14 on the 57th Haze 122nd year of Ascendancy at 00:20 Killed by Akrti the dwarf at level 14 on the 63rd Haze 122nd year of Ascendancy at 00:56 Killed by bloated horror at level 15 on the 1st Decay 122nd year of Ascendancy at 17:04 Killed by Glorivena the minotaur at level 15 on the 6th Decay 122nd year of Ascendancy at 03:45 | 
Primary Stats
| Strength | 10 (base 10) | 
| Dexterity | 18 (base 10) | 
| Constitution | 26 (base 23) | 
| Magic | 45 (base 41) | 
| Willpower | 26 (base 20) | 
| Cunning | 21 (base 10) | 
Resources
| Life | -169/319 | 
| Mana | 1/228 | 
| Healing Factor | 1 | 
| Regeneration | 0.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| See Invisible | 2 | 
Offense: Mainhand
| Damage | 36 | 
| Accuracy | 24 | 
| Crit Chance | 5% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 40.666666666667 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 24.3 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 4.4296270615894 (30%) | 
| Defense | 26.084362022211 | 
| Ranged Defense | 26.084362022211 | 
| Fatigue | 1 | 
| Physical Save | 13.660903017167 | 
| Spell Save | 27.455451508584 | 
| Mental Save | 21.255451508584 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Silence Resistance | 24% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Sun Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 51) for 4 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Advanced-golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Frost alchemy | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Energy alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Stone alchemy | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Defensive Posture | 
| talent | Lightning Infusion | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns).Infusion Saturation | 
| detrimental effect | The target's armour and saves are broken, reducing them by 14.Sunder Armour | 
| beneficial effect | The target is recovering 0 life each turn.Recovery | 
| beneficial effect | The target's spellpower has been increased by 3.Spellsurge | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active | 
| 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 grave | active | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost warrior (level 2 of Ruins of Kor'Pul) As a reward you improved talent Unflinching Resolve (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire.Escort: lost warrior (level 2 of Trollmire) As a reward you improved talent Vitality (+1 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 treasure It 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 darkness The 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 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 Possessed. | 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 Fortress With 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. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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 Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. 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 bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed electric eel tail. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet | pair of rough leather boots of evasion (12 def, 1 armour)pair of rough leather boots of evasion (12 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 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 25% chance to completely evade them and granting you 13 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. | 
| Quiver | 28 alchemist amethyst28 alchemist amethyst 0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. | 
| Light source | brass lantern 'Chalilasin'brass lantern 'Chalilasin' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +8 Changes stats: +3 Dex Only die when reaching: -80.00 life 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 | clarifying linen wizard hat of balance (1 def, 0 armour)clarifying linen wizard hat of balance (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun Mental save: +6 Equilibrium when hit: +0.70 Psi when hit: +0.70 Hate when hit: +0.80 A pointy cloth hat, very wizardly... | 
| Tool | Kindlebutcher the elm wand of conjuration [power 97]  (10 cooldown)Kindlebutcher the elm wand of conjuration [power 97]  (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind * 20% chance to gain 10% of a turn Changes resistances: +3% light Light radius: +1 It can be used to fire a bolt of a random element (dam 48-97), placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers | copper ring 'Berefast'copper ring 'Berefast' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +3% acid Changes resistances penetration: +10% mind Rings can have magical properties. | 
| On fingers | Xerisewyn the steel ringXerisewyn the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Effects on melee hit: * 30% chance to corrode armor Changes stats: +4 Cun / +5 Dex Changes resistances: +3% acid Rings can have magical properties. | 
| Around waist | Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] 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. | 
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight / +10% fire / +10% darkness / +10% acid Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 2/6) : Effective talent level: 3.3 Power cost: 6 out of 2/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 100.35 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
| On hands | Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 It can be used to activate talent Flamespit (costing 8 power out of 19/24) : Effective talent level: 3.0 Power cost: 8 out of 19/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| Main armor | dispeller's linen robe of Angolwen (topaz) (4 def, 0 armour)dispeller's linen robe of Angolwen (topaz) (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Wil / +2 Mag Changes resistances: +6% lightning / +7% darkness / +6% blight / +7% fire / +7% light / +6% cold Physical save: +15 Spell save: +24 Mental save: +14 Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour)thick linen cloak of the Shaloren (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Wil / +2 Mag Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | BlindbringerBlindbringer Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +5% arcane Changes damage: +3% arcane Light radius: +2 Amulets can have magical properties. | 
Inventory
| sun infusion of the warrior (rad 5; power 32; turns 4; dispells darkness)sun infusion of the warrior (rad 5; power 32; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 32) for 4 turns. Its effects scale with your Strength 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 ability. | 
| vision rune of the wizard (radius 8; dur 13; see undead)vision rune of the wizard (radius 8; dur 13; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 16) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any undead around. Its effects scale with your Magic 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 ability. | 
| copper amuletcopper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. | 
| copper amulet of constitution (+3)copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. | 
| copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. | 
| copper ring 'Gunosin'copper ring 'Gunosin' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 Changes resistances: +22% cold Changes damage: +11% cold Stamina each turn: +0.20 Rings can have magical properties. | 
| copper ring of the mind (+11%)copper ring of the mind (+11%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. | 
| linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| linen robe (spinel) (2 def, 0 armour)linen robe (spinel) (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.slimy woollen robe of the mind (+12%) (0 def, 0 armour) slimy woollen robe of the mind (+12%) (0 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Changes resistances: +12% mind Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| scholar's pair of rough leather boots (0 def, 1 armour)scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 A pair of boots made of leather. | 
| Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. | 
| rough leather cap of dexterity (+2) (0 def, 1 armour)rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. | 
| Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. | 
| 7 agate7 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| 12 alchemist agate12 alchemist agate 0.00 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. | 
| aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. | 
| 4 opal4 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 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% Gems can be sold for money or used in arcane rituals. | 
| 2 topaz2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. | 
| Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| Summertide PhialSummertide Phial Infused 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. | 
| brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 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. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| 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 354/400. 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 ChestTransmogrification Chest Powered 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. | 
| yew totem of cure ailments 'Splendourobsidian' [power 2]  (10 cooldown)yew totem of cure ailments 'Splendourobsidian' [power 2]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +20% light Changes damage: +3% light Equilibrium when hit: +0.04 It can be used to remove up to 2 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. | 
| supercharged elm wand of conjuration [power 109]  (14 cooldown)supercharged elm wand of conjuration [power 109]  (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 54-109), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| 25 alchemist ametrine25 alchemist ametrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. | 
| 183 alchemist citrine183 alchemist citrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. | 
| 2 alchemist zircon2 alchemist zircon 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. | 
| 4 ametrine4 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. | 
| 2 citrine2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Motir the Cornac Alchemist level 10
48th Dusk 122nd year of Ascendancy at 18:05 see stats
 That was close
			Killed your target while having only 1 life left.
			That was close
			Killed your target while having only 1 life left.By Motir the Cornac Alchemist level 14
57th Haze 122nd year of Ascendancy at 00:10 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Motir the Cornac Alchemist level 6
79th Pyre 122nd year of Ascendancy at 14:39 see stats
 Unstoppable
			Returned from the dead.
			Unstoppable
			Returned from the dead.By Motir the Cornac Alchemist level 15
1st Decay 122nd year of Ascendancy at 17:04 see stats
Log
Motir casts Throw Bomb.
Glorivena the minotaur is dazed!
Motir hits Glorivena the minotaur for 18 lightning, 10 arcane (29 total damage).
Glorivena the minotaur is not dazed anymore.
Motir's firestorm hits Glorivena the minotaur for 15 fire damage.
Motir hits Glorivena the minotaur for 15 fire damage.
Glorivena the minotaur misses Motir.
Motir is not stunned anymore.
Motir's firestorm hits Glorivena the minotaur for 37 fire damage.
You cannot go into the wilds with the following effects: Sunder Armour
Motir hits Glorivena the minotaur for 98 physical damage.
Glorivena the minotaur misses Motir.
Talent Blunt Thrust is ready to use.
Talent Refit Golem is ready to use.
Talent Life Tap is ready to use.
Motir's firestorm hits Glorivena the minotaur for 37 fire damage.
You cannot go into the wilds with the following effects: Sunder Armour
Motir casts Channel Staff.
Motir's spell attains critical power!
Motir is surging arcane power.
Motir's Channel Staff hits Glorivena the minotaur for 76 darkness damage.
Glorivena the minotaur hits Motir for 93 physical, 8 fire (102 total damage).
Glorivena the minotaur is no longer illuminated.
Glorivena the minotaur recovers sight.
Motir's firestorm hits Glorivena the minotaur for 37 fire damage.
Glorivena the minotaur uses Ice Claw.
Saving game...
