Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 Experience Controller 1.4.3
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies.  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Higher | 
| Class | Sun Paladin | 
| Level / Exp | 6 / 83% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded 3 / 0 | 
Primary Stats
| Strength | 30 (base 29) | 
| Dexterity | 13 (base 10) | 
| Constitution | 23 (base 23) | 
| Magic | 30 (base 29) | 
| Willpower | 11 (base 10) | 
| Cunning | 10 (base 10) | 
Resources
| Life | 575/575 | 
| Positive | 110/110 | 
| Stamina | 162/162 | 
| Psi_feedback | 0/75 | 
| Healing Factor | 1 | 
| Regeneration | 16.858505640183 | 
Speed
| Mental | +191.5% | 
| Attack | +201.5% | 
| Movement | +32.5% | 
| Spell | +201.5% | 
| Global | +125.75% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 54 | 
| Accuracy | 51 | 
| Crit Chance | 9% | 
| APR | 62 | 
| Speed | 0.34 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 37.5 | 
| Crit Chance | 3% | 
| Speed | 0.33167495854063 | 
| Cooldown Reduction | 9.75 | 
Offense: Mind
| Mindpower | 28.35 | 
| Crit Chance | 3% | 
| Speed | 0.33167495854063 | 
Defense: Base
| Armour (hardiness) | 81.17 (100%) | 
| Defense | 42.766666666667 | 
| Ranged Defense | 44.1 | 
| Fatigue | 26 | 
| Physical Save | 51.183333333333 | 
| Spell Save | 49.783333333333 | 
| Mental Save | 47.45 | 
Defense: Resistances
| All | + 14%(100%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Blind Resistance | 82% | 
Inscriptions (2/5)
| 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Sun | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Combat | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Radiance | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Higher | 1.20 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Chants | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Light | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
Effects
| talent | Weapon of Light | 
| talent | Chant of Fortress | 
| talent | Precise Strikes | 
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning.  | active | 
Equipment
| Main armor | spiked iron plate armour of acid resistance (3 def, 7 armour) spiked iron plate armour of acid resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 12 physical Changes resistances: +15% acid A suit of armour made of metal plates.  | 
| On hands | naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour) naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Dex Changes resistances: +6% nature Changes damage: +3% nature Metal gloves protecting the hands up to the middle of the lower arm.  | 
| In off hand | iron shield (4 def, 2 armour, 9-10.8 power, 24.5 block) iron shield (4 def, 2 armour, 9-10.8 power, 24.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices.  | 
| In main hand | iron mace of massacre (17-23.8 power, 2 apr) iron mace of massacre (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly.  | 
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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.  | 
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 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.  | 
This item will automatically be transmogrified when you leave the level. sun infusion of the psychic (rad 5; power 27; turns 3; dispells darkness)sun infusion of the psychic (rad 5; power 27; turns 3; dispells darkness) 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 3 turns. Its effects scale with your Willpower 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.  | 
This item will automatically be transmogrified when you leave the level. copper amulet of cunning (+2)copper amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. rogue's copper ring of time (+10%)rogue's copper ring of time (+10%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. iron battleaxe (13.5-20.25 power, 1 apr)iron battleaxe (13.5-20.25 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes.  | 
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords.  | 
This item will automatically be transmogrified when you leave the level. iron greatsword of dampening (15.5-24.8 power, 1 apr)iron greatsword of dampening (15.5-24.8 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +13% fire / +12% lightning / +12% cold Spell save: +9 (+3 eff.) Massive two-handed swords.  | 
iron mace (11.5-16.1 power, 2 apr) iron mace (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly.  | 
This item will automatically be transmogrified when you leave the level. mossy mindstar (2.5-2.75 power, 12 apr, mind damage)mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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.  | 
This item will automatically be transmogrified when you leave the level. mossy mindstar (2.5-2.75 power, 12 apr, mind damage)mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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.  | 
This item will automatically be transmogrified when you leave the level. acidic coral trident (11.5-18.4 power, 6 apr)acidic coral trident (11.5-18.4 power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
This item will automatically be transmogrified when you leave the level. coral trident of erosion (13-20.8 power, 6 apr)coral trident of erosion (13-20.8 power, 6 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
This item will automatically be transmogrified when you leave the level. coral trident of massacre (19.5-31.2 power, 6 apr)coral trident of massacre (19.5-31.2 power, 6 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 19.5 - 31.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
This item will automatically be transmogrified when you leave the level. balanced iron waraxe of paradox (10.5-14.7 power, 2 apr)balanced iron waraxe of paradox (10.5-14.7 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Disarm immunity: +21% One-handed war axes.  | 
This item will automatically be transmogrified when you leave the level. iron waraxe (11-15.4 power, 2 apr)iron waraxe (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes.  | 
This item will automatically be transmogrified when you leave the level. iron waraxe (11.5-16.1 power, 2 apr)iron waraxe (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes.  | 
This item will automatically be transmogrified when you leave the level. Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors.  | 
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +5 (+2 eff.) A pair of boots made of leather.  | 
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail.  | 
This item will automatically be transmogrified when you leave the level. rejuvenating iron plate armour (3 def, 7 armour)rejuvenating iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of metal plates.  | 
This item will automatically be transmogrified when you leave the level. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire 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.  | 
2 agate 2 agate0.00 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
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.  | 
This item will automatically be transmogrified when you leave the level. acidic pouch of iron shots of erosion (19/19, 12.5-15 power, 1 apr)acidic pouch of iron shots of erosion (19/19, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +7 temporal / +5 nature Shots are used with slings to pummel your foes to death.  | 
2 citrine 2 citrine0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Lost in translation (Nightmare (Adventure) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By jax the Higher Sun Paladin level 6
76th Pyre 122nd year of Ascendancy at 13:26 see stats
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By jax the Higher Sun Paladin level 4
75th Pyre 122nd year of Ascendancy at 08:49 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By jax the Higher Sun Paladin level 2
74th Pyre 122nd year of Ascendancy at 18:24 see stats
Log
Giant venus flytrap hits jax for 9 nature damage.
jax HEALS from acid damage!
Venom drake hatchling hits jax for 2 acid damage.
jax hits Venom drake hatchling for 66 physical, 44 light, 6 nature (115 total damage).
Venom drake hatchling misses jax.
jax hits Venom drake hatchling for 12 light, 13 physical (25 total damage).
jax hits Venom drake hatchling for 12 light, 13 physical (25 total damage).
jax killed Venom drake hatchling!
You pickup 0.85 gold pieces.
Giant venus flytrap misses jax.
jax hits Giant venus flytrap for 80 physical damage.
jax killed Giant venus flytrap!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Jax picks up (C.): zircon.
Ran for 3 turns (stop reason: hostile spotted to the east (poison ivy)).
Jax casts Sun Ray.
Poison ivy loses sight!
Jax deactivates Chant of Fortress.
Jax deactivates Weapon of Light.
Jax deactivates Precise Strikes.
