Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 | 
| Addons | Items Vault 1.0.1Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Summoner | 
| Level / Exp | 29 / 82% | 
| Size | small | 
| Lifes / Deaths | Killed by Eleyara the water imp at level 18 on the 71st Dusk 122nd year of Ascendancy at 09:35 0 / 8Killed by snow giant boulder thrower at level 21 on the 37th Haze 122nd year of Ascendancy at 02:48 Killed by Adagalaith the dread at level 27 on the 64th Haze 122nd year of Ascendancy at 01:59 Killed by Adagalaith the dread at level 27 on the 64th Haze 122nd year of Ascendancy at 10:31 Killed by Adagalaith the dread at level 27 on the 64th Haze 122nd year of Ascendancy at 14:15 Killed by elven mage at level 28 on the 65th Haze 122nd year of Ascendancy at 19:10 Killed by Adivena the giant spider at level 29 on the 37th Regrowth 123rd year of Ascendancy at 22:17 Killed by skeleton warrior at level 29 on the 37th Regrowth 123rd year of Ascendancy at 22:29  | 
| Antimagic | Follower | 
Primary Stats
| Strength | 19 (base 13) | 
| Dexterity | 11 (base 11) | 
| Constitution | 49 (base 38) | 
| Magic | 11 (base 10) | 
| Willpower | 70 (base 43) | 
| Cunning | 57 (base 44) | 
Resources
| Life | -14/664 | 
| Equilibrium | 28 | 
| Healing Factor | 1.58 | 
| Regeneration | 2.291 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +115% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 7 | 
| See Invisible | 3 | 
Offense: Mainhand
| Damage | 19 | 
| Accuracy | 42 | 
| Crit Chance | 22% | 
| APR | 13 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 20 | 
| Accuracy | 42 | 
| Crit Chance | 22% | 
| APR | 15 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 15% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 50.933333333333 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +10% | 
| Fire | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +11% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 2.35 | 
| Ranged Defense | 2.35 | 
| Fatigue | 6 | 
| Physical Save | 37.4 | 
| Spell Save | 37.175 | 
| Mental Save | 54.15 | 
Defense: Resistances
| Fire | + 9%( 70%) | 
| Darkness | + 21%( 70%) | 
| Light | + 24%( 70%) | 
| Nature | + 42%( 70%) | 
| Blight | + 34%( 70%) | 
| Arcane | + 32%( 70%) | 
| Cold | + 27%( 70%) | 
| All | + 9%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Silence Resistance | 60% | 
| Knockback Resistance | 43% | 
| Confusion Resistance | 95% | 
| Pinning Resistance | 43% | 
| Disarm Resistance | 54% | 
| Poison Resistance | 50% | 
| Blind Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 22% for 4 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat.  | 
Class Talents
| Wild-gift / Summoning (melee) | 1.30 | 
  | 3/5 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
| Wild-gift / Summoning (advanced) | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Summoning (distance) | 1.50 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Wild-gift / Summoning (utility) | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.10 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! | 
| beneficial effect | You gain 25% resistance against arcane. Resolve | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Willpower by +2.  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 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 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Constitution by +2.  | done | 
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen.  | 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 | 
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done | 
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you.  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 82.  | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice wyrm tooth. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed naga tongue. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 mummified bone. * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.'  | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
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 within4 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
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 | wanderer's pair of hardened leather boots (0 def, 3 armour) wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Con Physical save: +15 Mental save: +13 A pair of boots made of leather.  | 
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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 | thaloren hardened leather cap of knowledge (0 def, 3 armour) thaloren hardened leather cap of knowledge (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +5 Wil Changes resistances: +8% blight Mental save: +5 Mindpower: +4 A cap made of leather.  | 
| On hands | hardened leather gloves 'Hettuderath' (0 def, 2 armour) hardened leather gloves 'Hettuderath' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +1 Mag / +4 Wil / +3 Con Damage when the wearer hits(melee): 2 arcane Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +11 Mana when firing critical spell: +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool | Branestir (dig speed 12 turns) Branestir (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% nature / +3% darkness / +6% light Changes resistances penetration: +11% physical See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers | Ce'Nikira the steel ring Ce'Nikira the steel ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con / +2 Wil Spell save: +14 Disarm immunity: +54% Pinning immunity: +43% Knockback immunity: +43% Maximum life: +43.00 Maximum stamina: +13.00 Maximum vim: +30.00 Rings can have magical properties.  | 
| On fingers | gold ring of life gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +0.70 Maximum life: +42.00 Healing mod.: +18% Rings can have magical properties.  | 
| Around neck | starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% darkness / +10% light Blindness immunity: +20% Amulets can have magical properties.  | 
| In main hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 54 power out of 7/60) : Effective talent level: 1.0 Power cost: 54 out of 7/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.  | 
| 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% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
| In off hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar.  | 
| Cloak | cashmere cloak 'Olifang' (2 def, 0 armour) cashmere cloak 'Olifang' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 Physical crit. chance: +1.0% Defense: +2 Changes stats: +4 Str / +2 Dex / +3 Con Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | Phoenixwolf (0 def, 0 armour) Phoenixwolf (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage when the wearer hits(melee): 2 blight Changes damage: +12% fire Physical save: +10 Spell save: +12 Mental save: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
This item will automatically be transmogrified when you leave the level. stralite battleaxe of nature (44-66 power, 3 apr)stralite battleaxe of nature (44-66 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage conversion: 39% nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +11% nature Massive two-handed battleaxes.  | 
This item will automatically be transmogrified when you leave the level. icy stralite greatsword of crippling (49-78.4 power, 3 apr)icy stralite greatsword of crippling (49-78.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +16 ice When wielded/worn: Physical crit. chance: +11.0% Massive two-handed swords.  | 
This item will automatically be transmogrified when you leave the level. blooming pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage)blooming pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +4 Spell save: +2 Mental save: +7 Equilibrium when hit: +1.20 Mindpower: +4 Mental crit. chance: +4% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +10 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. mindwoven silk robe of Linaniil (3 def, 0 armour)mindwoven silk robe of Linaniil (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Mental save: +17 Mana each turn: +0.29 Maximum mana: +60.00 Spellpower: +20 Spell crit. chance: +8% Mindpower: +3 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)corrosive dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 Armour: +2 Changes stats: +4 Str Damage when the wearer hits(melee): 7 acid Changes resistances: +7% acid Changes damage: +5% acid Metal gloves protecting the hands up to the middle of the lower arm.  | 
This item will automatically be transmogrified when you leave the level. radiant mummy wrappings (5 def, 2 armour)radiant mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +3 Wil Damage when the wearer is hit: 4 light Changes resistances: +16% blight / +19% darkness / -25% fire Light radius: +1 Decaying mummy wrappings.  | 
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals.  | 
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals.  | 
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals.  | 
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals.  | 
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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 is 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 Killi the Yeek Summoner level 18
75th Dusk 122nd year of Ascendancy at 18:30 see stats
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Killi the Yeek Summoner level 9
1st Flare 122nd year of Ascendancy at 11:40 see stats
			Earth Master
			Killed Harkor'Zun and unlocked Stone magic.By Killi the Yeek Summoner level 26
46th Haze 122nd year of Ascendancy at 03:35 see stats
			Exterminator
			Killed 1000 creatures.By Killi the Yeek Summoner level 18
71st Dusk 122nd year of Ascendancy at 10:30 see stats
			Eye of the storm
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Killi the Yeek Summoner level 24
45th Haze 122nd year of Ascendancy at 04:41 see stats
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Killi the Yeek Summoner level 18
71st Dusk 122nd year of Ascendancy at 20:25 see stats
			Level 10
			Got a character to level 10.By Killi the Yeek Summoner level 10
32nd Dusk 122nd year of Ascendancy at 09:11 see stats
			Level 20
			Got a character to level 20.By Killi the Yeek Summoner level 20
11st Haze 122nd year of Ascendancy at 03:19 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Killi the Yeek Summoner level 29
6th Allure 123rd year of Ascendancy at 21:26 see stats
			Savior of the damsels in distress
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Killi the Yeek Summoner level 28
68th Haze 122nd year of Ascendancy at 17:57 see stats
			The Arena
			Unlocked Arena mode.By Killi the Yeek Summoner level 9
28th Dusk 122nd year of Ascendancy at 12:47 see stats
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Killi the Yeek Summoner level 20
19th Haze 122nd year of Ascendancy at 22:45 see stats
			The secret city
			Discovered the truth about mages.By Killi the Yeek Summoner level 14
51st Dusk 122nd year of Ascendancy at 02:14 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By Killi the Yeek Summoner level 29
36th Regrowth 123rd year of Ascendancy at 13:41 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Killi the Yeek Summoner level 20
17th Haze 122nd year of Ascendancy at 17:40 see stats
			Unstoppable
			Returned from the dead.By Killi the Yeek Summoner level 29
37th Regrowth 123rd year of Ascendancy at 22:17 see stats
Log
Killi performs a melee critical strike against Skeleton mage!
3-headed hydra misses Skeleton mage.
Killi hits Skeleton mage for 26 nature, 2 arcane, 2 blight, 1 nature, 14 nature, 2 arcane, 2 blight (49 total damage).
Fire drake hits Skeleton mage for 65 physical damage.
Skeleton warrior seems more focused.
Skeleton warrior seems more focused.
Killi's mind surges with critical power!
Killi is invigorated by the attack!
Skeleton mage seems more focused.
Skeleton warrior seems more focused.
Skeleton mage seems more focused.
Killi is invigorated by the attack!
Killi is invigorated by the attack!
Skeleton warrior hits 3-headed hydra for 154 physical damage.
Skeleton mage hits Killi for 21 blight, 44 arcane (65 total damage).
Skeleton warrior hits 3-headed hydra for 131 physical, 16 acid (147 total damage).
Skeleton warrior hits Killi for 53 acid, 79 physical (133 total damage).
Talent Infusion: Movement is ready to use.
Talent Psiblades is ready to use.
Stone golem hits Skeleton mage for (128 absorbed), 0 physical (0 total damage).
Killi performs a melee critical strike against Skeleton mage!
Killi hits Skeleton mage for 27 nature, 2 arcane, 2 blight, 1 nature, 13 nature, 2 arcane, 2 blight (50 total damage).
3-headed hydra misses Skeleton mage.
Fire drake hits Skeleton mage for 68 physical damage.
Fire drake killed Skeleton mage!
Skeleton warrior hits 3-headed hydra for 146 physical damage.
Skeleton warrior uses Stunning Blow.
Saving game...
