Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Anorithil | 
| Level / Exp | 18 / 50% | 
| Size | medium | 
| Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 15 on the 5th Regrowth 123rd year of Ascendancy at 06:252 / 4 Killed by Vorubretta the white jelly at level 17 on the 75th Regrowth 123rd year of Ascendancy at 00:26 Killed by stone golem at level 18 on the 20th Pyre 123rd year of Ascendancy at 00:26 Killed by stay alive damnit at level 18 on the 20th Pyre 123rd year of Ascendancy at 01:55 | 
Primary Stats
| Strength | 9 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 49 (base 46) | 
| Magic | 56 (base 34) | 
| Willpower | 17 (base 10) | 
| Cunning | 14 (base 13) | 
Resources
| Life | 618/618 | 
| Positive | 5/71 | 
| Negative | 71/71 | 
| Healing Factor | 1.1 | 
| Regeneration | 0.275 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 4 | 
| See Stealth | 13 | 
| See Invisible | 7 | 
Offense: Mainhand
| Damage | 20 | 
| Accuracy | 11 | 
| Crit Chance | 15% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45.333333333333 | 
| Crit Chance | 37% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 17.5 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 12 (60%) | 
| Defense | 20.675 | 
| Ranged Defense | 20.675 | 
| Fatigue | 1 | 
| Physical Save | 48.930457493726 | 
| Spell Save | 51.347124160393 | 
| Mental Save | 21.925 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 76% | 
| Bleed Resistance | 5% | 
| Confusion Resistance | 51% | 
| Knockback Resistance | 40% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 71% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 Magic stat. | 
Class Talents
| Celestial / Eclipse | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Sunlight | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Star fury | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| Celestial / Twilight | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Celestial / Hymns | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Effects
| talent | Chant of Fortitude | 
| talent | Corona | 
| talent | Hymn of Perseverance | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
| beneficial effect | The target's spellpower has been increased by 4.Spellsurge | 
| beneficial effect | The target is surrounded by a magical shield, absorbing 215/215 damage false before it crumbles.Damage Shield | 
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. | 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 grave | active | 
| You successfully escorted the injured seer to the recall portal on level 2 of Trollmire.Escort: injured seer (level 2 of Trollmire) As a reward you improved Magic by +2. | done | 
| You failed to protect the lost sun paladin from death by stay alive damnit.Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed | 
| 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You 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 | 
| 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 Invaders Locate 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 | 
| 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. | 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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bear paw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| 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 | Aerassra (0 def, 1 armour)Aerassra (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Equilibrium when hit: +0.16 Maximum stamina: +11.00 A pair of boots made of leather. | 
| Light source | 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 (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head | shielding cashmere wizard hat of arcana (2 def, 0 armour)shielding cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +8 Mag Spell save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... | 
| Tool | dwarven iron pickaxe (dig speed 29 turns)dwarven iron pickaxe (dig speed 29 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Maximum life: +44.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers | wizard's gold ring of sensingwizard's gold ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Blindness immunity: +20% Infravision radius: +4 See stealth: +13 See invisible: +7 Rings can have magical properties. | 
| On fingers | savior's copper ringsavior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+4 eff.) 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. Some giant wraps would make you feel great. 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 | Burnwill (111% power, 3 apr, darkness element)Burnwill (111% power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Defense: +7 (+4 eff.) Effects on melee hit: * 5% chance to blind Damage when hit (Melee): 8 fire Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 66.80 light damage. Staves designed for wielders of magic, by the greats of the art. | 
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
| Main armor | 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 Mag / +3 Con Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. | 
| Cloak | Cobraspawn (12 def, 0 armour)Cobraspawn (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes resistances: +6% nature Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Cut immunity: +5% Stun/Freeze immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | grounding steel amulet of murdergrounding steel amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +10% lightning Critical mult.: +10.00% Stun/Freeze immunity: +20% Amulets can have magical properties. | 
Inventory
| Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. | 
| Anmalice (158% power, 20 apr)Anmalice (158% power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-22 eff.) Mindpower: +9 (+6 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. | 
| Black Mesh (8 def, 2 armour, 95.5 block)Black Mesh (8 def, 2 armour, 95.5 block) Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. | 
| Essence of BearnessEssence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! | 
| Heart of the Sandworm QueenHeart of the Sandworm Queen Infused 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 or you could try to corrupt it somewhere. | 
| 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 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 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. | 
Achievements
 Bringer of Doom
			Killed a Bringer of Doom.
			Bringer of Doom
			Killed a Bringer of Doom.By stay alive damnit the Shalore Anorithil level 16
7th Regrowth 123rd year of Ascendancy at 03:56 see stats
 Can you bear it? So much bearness!
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness!
			Killed Borius in the Bearscape.By stay alive damnit the Shalore Anorithil level 15
5th Regrowth 123rd year of Ascendancy at 07:40 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By stay alive damnit the Shalore Anorithil level 13
22nd Haze 122nd year of Ascendancy at 16:39 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By stay alive damnit the Shalore Anorithil level 17
74th Regrowth 123rd year of Ascendancy at 20:13 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By stay alive damnit the Shalore Anorithil level 10
3rd Summertide 122nd year of Ascendancy at 18:53 see stats
 Lost in translation
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By stay alive damnit the Shalore Anorithil level 3
78th Pyre 122nd year of Ascendancy at 03:36 see stats
 Merry wintertide!
			Finish the Santascape event and free the little helper elves.
			Merry wintertide!
			Finish the Santascape event and free the little helper elves.By stay alive damnit the Shalore Anorithil level 14
51st Haze 122nd year of Ascendancy at 23:25 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By stay alive damnit the Shalore Anorithil level 13
29th Dusk 122nd year of Ascendancy at 21:42 see stats
 Santassacre!
			Killed the little helper elves after saving them!
			Santassacre!
			Killed the little helper elves after saving them!By stay alive damnit the Shalore Anorithil level 14
52nd Haze 122nd year of Ascendancy at 00:19 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By stay alive damnit the Shalore Anorithil level 9
6th Mirth 122nd year of Ascendancy at 12:50 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By stay alive damnit the Shalore Anorithil level 18
80th Regrowth 123rd year of Ascendancy at 03:49 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By stay alive damnit the Shalore Anorithil level 11
10th Flare 122nd year of Ascendancy at 02:34 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By stay alive damnit the Shalore Anorithil level 17
75th Regrowth 123rd year of Ascendancy at 06:51 see stats
Log
A shield forms around stay alive damnit.
A shield forms around The Eidolon.
The Eidolon receives 26 healing from Stay alive damnit's healing light area effect.
Stay alive damnit casts Twilight.
The Eidolon receives 26 healing from Stay alive damnit's healing light area effect.
The Eidolon receives 26 healing from Stay alive damnit's healing light area effect.
The Eidolon receives 26 healing from Stay alive damnit's healing light area effect.
The shield around stay alive damnit crumbles.
The shield around The Eidolon crumbles.
Talent Twilight is ready to use.
Stay alive damnit casts Twilight.
Talent Bathe in Light is ready to use.
Stay alive damnit casts Bathe in Light.
Stay alive damnit's spell attains critical power!
Stay alive damnit is surging arcane power.
A shield forms around stay alive damnit.
A shield forms around The Eidolon.
The Eidolon receives 50 healing from Stay alive damnit's healing light area effect.
Rested for 14 turns (stop reason: all resources and life at maximum).
The Eidolon receives 50 healing from Stay alive damnit's healing light area effect.
stay alive damnit receives 54 healing from Stay alive damnit's healing light area effect.
The Eidolon receives 50 healing from Stay alive damnit's healing light area effect.
stay alive damnit receives 54 healing from Stay alive damnit's healing light area effect.
Talent Twilight is ready to use.
The Eidolon receives 50 healing from Stay alive damnit's healing light area effect.
stay alive damnit receives 54 healing from Stay alive damnit's healing light area effect.
Stay alive damnit casts Twilight.
Saving game...
