Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 | 
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.4.8Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog.  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Brawler | 
| Level / Exp | 24 / 24% | 
| Size | medium | 
| Lifes / Deaths | Killed by Betythra the Guardian at level 22 on the 15th Regrowth 123rd year of Ascendancy at 11:14 5 / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 45 (base 14) | 
| Dexterity | 42 (base 42) | 
| Constitution | 30 (base 11) | 
| Magic | 15 (base 10) | 
| Willpower | 38 (base 29) | 
| Cunning | 42 (base 38) | 
Resources
| Life | 653/653 | 
| Stamina | 239/239 | 
| Equilibrium | 30 | 
| Healing Factor | 1.75 | 
| Regeneration | 6.3 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 7 | 
| See Stealth | 49.094063223628 | 
| See Invisible | 61.094063223628 | 
Offense: Barehand
| Damage | 77 | 
| Accuracy | 44 | 
| Crit Chance | 18% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 7.5 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 28 (66.09865470852%) | 
| Defense | 39 | 
| Ranged Defense | 39 | 
| Fatigue | 0 | 
| Physical Save | 48 | 
| Spell Save | 24 | 
| Mental Save | 24 | 
Defense: Resistances
| All | + 4%( 73%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 10% | 
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 289 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Pugilism | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Combat veteran | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Finishing moves | 1.69 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Cunning / Dirty fighting | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Tactical | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
| Technique / Combat techniques | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 2/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.59 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Mobility | 1.20 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Striking Stance | 
| talent | Antimagic Shield | 
| beneficial effect | Countering melee attacks: Has a 36% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking | 
Quests
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 anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Willpower by +2.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Disengage (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Disengage (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+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 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 | 
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 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 hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 155.  | 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. You have been shown a secret entrance to his stronghold.  | done | 
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood.  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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!  | 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 within | active | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | Zymnir (0 def, 3 armour) Zymnir (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -3% Changes stats: +4 Str Changes resistances: +2% physical Changes damage: +6% physical Maximum encumbrance: +26 Physical save: +38 (+12 eff.) Maximum life: +40.00 A pair of boots made of leather.  | 
| On hands | Tempestoozer (0 def, 2 armour) Tempestoozer (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +9% lightning / +2% physical / +9% darkness / +10% blight / +12% cold / +9% arcane Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +11 (+6 eff.) Stun/Freeze immunity: +10% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 40% chance to daze at end of turn Burst (radius 2) on crit: +4 lightning Metal gloves protecting the hands up to the middle of the lower arm.  | 
| On head | dwarven-steel helm 'Sunstoker' (0 def, 4 armour) dwarven-steel helm 'Sunstoker' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +4 Cun / +5 Mag Changes resistances: +8% lightning / +8% temporal Changes damage: +6% light Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) 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 'Poliwen' steel ring 'Poliwen'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +6 Damage when hit (Melee): 12 physical Changes stats: +1 Con Changes resistances: +24% acid / +4% physical Changes damage: +12% acid Stamina each turn: +0.40 Maximum life: +20.00 Rings can have magical properties.  | 
| Around neck | voratun amulet 'Growarc' voratun amulet 'Growarc'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 8 nature Changes stats: +6 Str Changes resistances: +9% nature Changes resistances cap: +3% all Talent masteries: +0.39 Technique / Finishing moves +0.39 Wild-gift / Antimagic Physical save: +12 (+4 eff.) Amulets can have magical properties.  | 
| Main armor | rejuvenating cured leather armour of the deep (2 def, 7 armour) rejuvenating cured leather armour of the deep (2 def, 7 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +3.20 Stamina each turn: +0.70 A suit of armour made of leather. This object's appearance was changed to Nature's Blessing.  | 
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (94 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| Cloak | Xerunn the Morningbane (1 def, 0 armour) Xerunn the Morningbane (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Str / +1 Con Changes resistances penetration: +10% light See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| 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.  | 
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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.  | 
healing infusion of the duelist (heal 128) healing infusion of the duelist (heal 128)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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.  | 
heroism infusion of the warrior (+11 for 8 turns, die at -422) heroism infusion of the warrior (+11 for 8 turns, die at -422)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 8 turns. While Heroism is active, you will only die when reaching -422 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
serendipitous copper amulet serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties.  | 
solipsist's steel ring of blinding strikes solipsist's steel ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 24 light Changes stats: +4 Cun / +5 Wil Mindpower: +6 (+3 eff.) Rings can have magical properties.  | 
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties.  | 
Aeregama AeregamaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% temporal / +9% nature / +6% light Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist.  | 
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Guneleromirab the Arcking (0 def, 2 armour) Guneleromirab the Arcking (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +2 Fatigue: -2% Damage when hit (Melee): 16 lightning Changes stats: +4 Str Changes resistances: +6% lightning Grants telepathy: Dragon Demon/Major Demon/Minor When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% Burst (radius 2) on crit: +12 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
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 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid.  | 
cleansing rough leather cap of dexterity (+2) (0 def, 1 armour) cleansing rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% nature / +6% blight A cap made of leather.  | 
hardened leather armour of command (10 def, 10 armour) hardened leather armour of command (10 def, 10 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +11 (+5 eff.) A suit of armour made of leather.  | 
Scrying Orb Scrying OrbPowered 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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Achievements
			Antimagic!
			Completed antimagic training in the Ziguranth camp.By Fist Wizard the Cornac Brawler level 17
64th Haze 122nd year of Ascendancy at 17:42 see stats
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Fist Wizard the Cornac Brawler level 20
2nd Allure 123rd year of Ascendancy at 10:29 see stats
			Exterminator
			Killed 1000 creatures.By Fist Wizard the Cornac Brawler level 18
80th Haze 122nd year of Ascendancy at 04:11 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Fist Wizard the Cornac Brawler level 21
7th Regrowth 123rd year of Ascendancy at 10:20 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fist Wizard the Cornac Brawler level 17
57th Haze 122nd year of Ascendancy at 05:35 see stats
			Level 10
			Got a character to level 10.By Fist Wizard the Cornac Brawler level 10
1st Flare 122nd year of Ascendancy at 22:35 see stats
			Level 20
			Got a character to level 20.By Fist Wizard the Cornac Brawler level 20
1st Allure 123rd year of Ascendancy at 15:52 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Fist Wizard the Cornac Brawler level 13
66th Dusk 122nd year of Ascendancy at 05:03 see stats
			Size matters
			Did over 600 damage in one attack.By Fist Wizard the Cornac Brawler level 24
24th Regrowth 123rd year of Ascendancy at 04:17 see stats
			The Arena
			Unlocked Arena mode.By Fist Wizard the Cornac Brawler level 9
3rd Mirth 122nd year of Ascendancy at 22:29 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Fist Wizard the Cornac Brawler level 18
80th Haze 122nd year of Ascendancy at 06:32 see stats
Log
There is a previous level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
You gain 12.00 gold from the transmogrification of quartz.
You gain 1.25 gold from the transmogrification of steel plate armour (4 def, 9 armour).
You gain 3.27 gold from the transmogrification of radiant steel mail armour of fire resistance (2 def, 6 armour).
You gain 3.32 gold from the transmogrification of shimmering yew vilestaff (20-24 power, 4 apr, blight element).
You gain 6.00 gold from the transmogrification of balanced dwarven-steel greatsword of persecution (38.5-61.6 power, 2 apr).
You gain 1.67 gold from the transmogrification of arcing dwarven-steel greatmaul (42-63 power, 2 apr).
You gain 3.20 gold from the transmogrification of steel battleaxe of crippling (24-36 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (29.5-44.25 power, 2 apr).
You gain 2.58 gold from the transmogrification of clarifying gold amulet of cunning (+4).
You gain 2.06 gold from the transmogrification of heat beam rune of the wizard (141 fire damage).
You gain 0.62 gold from the transmogrification of healing infusion (heal 41).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 2 turns (stop reason: interesting terrain).
There is a next level here (press '' or right click to use).
Fist Wizard deactivates Antimagic Shield.
Fist Wizard deactivates Striking Stance.
