








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Embers of Rage 1.7.0Official 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:
 Ashes of Urh'Rok 1.7.0Official 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:
 Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Brawler | 
| Level / Exp | 30 / 19% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emelusevea the brecklorn at level 16 on the 49th Dusk 122nd year of Ascendancy at 15:390 / 8 Killed by Aerassra the brecklorn at level 16 on the 49th Dusk 122nd year of Ascendancy at 16:05 Killed by Andinnr the halfling at level 19 on the 9th Haze 122nd year of Ascendancy at 16:53 Killed by Iveth the skeleton warrior at level 22 on the 7th Allure 123rd year of Ascendancy at 03:12 Killed by Runmu the halfling at level 23 on the 7th Regrowth 123rd year of Ascendancy at 05:29 Killed by Celia at level 23 on the 8th Regrowth 123rd year of Ascendancy at 04:11 Killed by Cyryda the skeleton archer at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 13:05 Killed by Bethidaba the corrupted acidic digestor at level 30 on the 50th Regrowth 123rd year of Ascendancy at 09:02 | 
Primary Stats
| Strength | 64 (base 13) | 
| Dexterity | 83 (base 60) | 
| Constitution | 54 (base 12) | 
| Magic | 10 (base 10) | 
| Willpower | 10 (base 10) | 
| Cunning | 79 (base 54) | 
Resources
| Life | -40/955 | 
| Mana | 0/274 | 
| Stamina | 130/187 | 
| Healing Factor | 1.4097803169825 | 
| Regeneration | 7.4013466641584 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +124.07034185902% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Barehand
| Damage | 117 | 
| Accuracy | 62 | 
| Crit Chance | 36% | 
| APR | 10 | 
| Speed | 0.95 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +8% | 
| Arcane | +3% | 
| Light | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +5% | 
| Arcane | +10% | 
Defense: Base
| Armour (hardiness) | 20 (44.574340358689%) | 
| Defense | 70 | 
| Ranged Defense | 70 | 
| Fatigue | 0 | 
| Physical Save | 44 | 
| Spell Save | 46 | 
| Mental Save | 17 | 
Defense: Resistances
| Acid | + 40%( 70%) | 
| Blight | + 66%( 70%) | 
| Arcane | + 5%( 70%) | 
| Cold | + 20%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 40%( 70%) | 
| Light | -8%( 70%) | 
| Temporal | + 40%( 70%) | 
| Physical | + 1%( 70%) | 
| Lightning | + 21%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 21%( 70%) | 
Defense: Immunities
| Disarm Resistance | 40% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. | 
Class Talents
| Cunning / Tactical | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Finishing moves | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Pugilism | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Unarmed training | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Parasite | 1.20 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Undead / Skeleton | 1.10 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.A mysterious staff On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done | 
| 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 You 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 | 
| 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 talent Arcane Eye (+1 level(s)). | done | 
| You failed to protect the injured seer from death by Yaflir.Escort: injured seer (level 7 of Dreadfell) | failed | 
| You failed to protect the injured seer from death by Yaflir.Escort: injured seer (level 8 of Dreadfell) | failed | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest.Escort: lone alchemist (level 3 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| You failed to protect the lost sun paladin from death by Yaflir.Escort: lost sun paladin (level 2 of Dreadfell) | failed | 
| You failed to protect the repented thief from death by Yaflir.Escort: repented thief (level 1 of Dreadfell) | failed | 
| You failed to protect the repented thief from death by Yaflir.Escort: repented thief (level 4 of Dreadfell) | failed | 
| You failed to protect the repented thief from death by Yaflir.Escort: repented thief (level 5 of Dreadfell) | failed | 
| You failed to protect the worried loremaster from death by Yaflir.Escort: worried loremaster (level 3 of Dreadfell) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.Let's hunt some Orc Find out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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 upgraded your rod of recall to transport you to the fortress. * 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: 133. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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've found the needed red crystal shard. * You've found the needed warg claw. 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 giant spider spinneret. * You've found the needed electric eel tail. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of greater demon bile. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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! | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided to join the slavers and take part in their game. You won the ring of blood! | 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 |  Murktickler (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 blight Changes resistances: +6% lightning / +6% temporal / +3% nature Critical mult.: +5.00% Spellpower: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| On hands |  Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 105% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. | 
| On head | Fanged CollarFanged Collar 0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? | 
| Tool |  innervating yew totem of healing [power 236]  (12/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 110.48 You won the Ring of Blood trial, and this is your reward. | 
| On fingers |  Islodhetha the voratun ring Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 27% chance to reduce all saves and defense by 20 Damage (Melee): 38 physical Effects on ranged hit: * 26% chance to reduce all saves and defense by 20 Damage (Ranged): 47 physical Changes stats: +8 Str / +12 Cun / +8 Con Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +10% arcane Changes damage: +3% arcane Blindness immunity: +20% Life regen: +2.00 Hate when firing a critical mind attack: +4.00 Maximum hate: +24.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! | 
| Around neck |  Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
| Main armor |  Yvybrelle the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal / +26% blight / +20% cold / +26% nature / +6% fire Changes resistances penetration: +5% physical Reduced damage from: +13% Unnatural Only die when reaching: -40.00 life A suit of armour made of leather. | 
| Light source |  brass lantern 'Daimegorn' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Wil / +1 Con Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Light radius: +3 Healing mod.: +11% 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. | 
| Cloak |  Islukira the Blazeserpent (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes resistances: +9% lightning / +3% temporal Changes damage: +3% light Spell save: +6 (+2 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around waist |  reinforced rough leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +5 Defense: +5 (+1 eff.) Critical mult.: +5.00% Physical save: +10 (+3 eff.) A belt that goes around your waist. | 
Inventory
|  Rune of Dissipation ( ) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Boltjam the gold amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Changes stats: +6 Wil / +4 Con Changes resistances: +7% physical Changes damage: +6% lightning / +6% mind Critical mult.: +13.00% Physical save: +10 (+3 eff.) Life regen: +4.00 Stamina each turn: +0.60 Maximum life: +33.00 Mental crit. chance: +2% Amulets make your neck look great! | 
|  Mirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 170 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. | 
|  The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  savior's gold amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +12 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+7 eff.) Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! | 
|  stralite ring 'Galewrecker' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +5 Str / +3 Wil / +2 Cun / +12 Con Changes resistances: +9% lightning / +28% fire Changes damage: +12% lightning / +14% fire Spell save: +14 (+4 eff.) Maximum stamina: +14.00 Mental crit. chance: +2% Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. chilling voratun dagger of daylight (39-51 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 light / +11 cold Damage against: +23% Undead Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. balanced stralite greatmaul of daylight (52-78 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +24% Undead When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +9 (+2 eff.) Disarm immunity: +50% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. | 
|  This item will automatically be transmogrified when you leave the level. stralite mace (34-48 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Blunt and deadly. | 
|  This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of balance (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 mind / 4 darkness Changes damage: +7% mind / +5% darkness Talent granted: +1 Attune Mindstar Physical save: +6 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +4 (+3 eff.) Equilibrium when hit: +1.70 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. truestriking stralite waraxe (31-43 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +9% physical One-handed war axes. | 
|  Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. | 
|  This item will automatically be transmogrified when you leave the level. drakeskin leather belt 'Flowerprophet' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +11% fire / +15% cold Changes damage: +15% nature / +18% mind Maximum psi: +30.00 Mental crit. chance: +8% A belt that goes around your waist. | 
|  Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of force (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Changes stats: +3 Cun / +4 Con Physical save: +16 (+5 eff.) Mental save: +18 (+10 eff.) Spellpower: +7 (+2 eff.) Mindpower: +2 (+1 eff.) A pair of boots made of leather. | 
|  Blizzardcut (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Changes stats: +3 Dex / +4 Mag Changes damage: +6% arcane / +27% cold Critical mult.: +10.00% Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Damage (Melee): +10 arcane Damage (radius 2) on crit: +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. alchemist's voratun gauntlets of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 3 acid / 9 fire / 6 cold / 7 lightning Changes stats: +3 Dex / +3 Mag / +3 Wil When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 100% Damage (Melee): +6 ice / +14 fire / +6 acid / +15 lightning Metal gloves protecting the hands up to the middle of the lower arm. | 
|  The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.00 mind and 10.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.00 mind and 2.00 darkness damage per turn and increases cooldowns by 19%. Haunted: Causes the target to suffer 3.95 mind and 3.95 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. | 
|  This item will automatically be transmogrified when you leave the level. prismatic stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +25% cold / +14% light / +14% darkness A suit of armour made of mail. | 
|  Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
|  This item will automatically be transmogrified when you leave the level. Polarimina the Bleakdeath (22/22, 41-57 power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.0 - 57.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 20% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 15% Damage (Ranged): +42 lightning / +20 darkness / +20 acid / +20 nature Damage (radius 2) on crit: +18 lightning Arrows are used with bows to pierce your foes to death. | 
|  onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Zeriblek the dwarven-steel pickaxe (dig speed 32 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Fatigue: -6% Changes stats: +5 Str / +5 Con Changes resistances: +6% fire Changes damage: +6% physical Spell save: +6 (+2 eff.) Maximum life: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  This item will automatically be transmogrified when you leave the level. woodsman's voratun pickaxe (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart 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. | 
|  Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 44.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 44.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  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 Activation costs 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 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) Activation costs 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. overpowered dragonbone wand of shielding [power 656] (12/29 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 656 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 29 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  2 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
Achievements
 A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.
			A dangerous secret (Nightmare (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Yaflir the Skeleton Brawler level 30
45th Regrowth 123rd year of Ascendancy at 04:58 see stats
 Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.
			Against all odds (Nightmare (Adventure) difficulty)
			Killed Ukruk in the ambush.By Yaflir the Skeleton Brawler level 29
42nd Regrowth 123rd year of Ascendancy at 21:58 see stats
 Backstabbing Traitor (Nightmare (Adventure) difficulty)
			Killed 6 escorted adventurers while you were supposed to save them.
			Backstabbing Traitor (Nightmare (Adventure) difficulty)
			Killed 6 escorted adventurers while you were supposed to save them.By Yaflir the Skeleton Brawler level 27
39th Regrowth 123rd year of Ascendancy at 00:34 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Yaflir the Skeleton Brawler level 10
7th Dusk 122nd year of Ascendancy at 05:30 see stats
 Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Yaflir the Skeleton Brawler level 21
4th Decay 122nd year of Ascendancy at 07:51 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Yaflir the Skeleton Brawler level 18
51st Dusk 122nd year of Ascendancy at 03:38 see stats
 Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Yaflir the Skeleton Brawler level 22
8th Decay 122nd year of Ascendancy at 14:39 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Yaflir the Skeleton Brawler level 28
40th Regrowth 123rd year of Ascendancy at 19:11 see stats
 Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yaflir the Skeleton Brawler level 24
18th Regrowth 123rd year of Ascendancy at 12:42 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Yaflir the Skeleton Brawler level 10
7th Flare 122nd year of Ascendancy at 05:03 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Yaflir the Skeleton Brawler level 20
23rd Haze 122nd year of Ascendancy at 12:47 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By Yaflir the Skeleton Brawler level 30
42nd Regrowth 123rd year of Ascendancy at 21:58 see stats
 Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.
			Poisonous (Nightmare (Adventure) difficulty)
			Sided with the assassin lord.By Yaflir the Skeleton Brawler level 19
67th Dusk 122nd year of Ascendancy at 20:09 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Yaflir the Skeleton Brawler level 23
7th Regrowth 123rd year of Ascendancy at 21:33 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Yaflir the Skeleton Brawler level 14
31st Dusk 122nd year of Ascendancy at 21:29 see stats
 Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Yaflir the Skeleton Brawler level 19
8th Haze 122nd year of Ascendancy at 02:49 see stats
 Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Yaflir the Skeleton Brawler level 23
17th Regrowth 123rd year of Ascendancy at 00:31 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Yaflir the Skeleton Brawler level 16
49th Dusk 122nd year of Ascendancy at 05:53 see stats
 Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.
			Vampire crusher (Nightmare (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Yaflir the Skeleton Brawler level 28
40th Regrowth 123rd year of Ascendancy at 21:26 see stats
Log
Corrupted protoplasmic controller misses Malyu.
Bethidaba the corrupted acidic digestor shakes free of the telekinetic binding
Bethidaba the corrupted acidic digestor shakes off the crushing forces.
Bethidaba the corrupted acidic digestor shares damage with his oozes!
Burning from Malyu hits Bethidaba the corrupted acidic digestor for 1 fire damage.
Yaflir throws a concussive punch.
Shadow casts Shadow Lightning.
Bethidaba the corrupted acidic digestor shares damage with his oozes!
Shadow hits Yaflir for (20 flat reduction), 95 lightning (95 total damage).
Yaflir hits Bloated ooze for 28 physical damage.
Yaflir hits Bethidaba the corrupted acidic digestor for (16 deflected), 18 physical, 4 physical, 5 physical (27 total damage).
Yaflir hits Malyu for 30 physical damage.
Yaflir hits Shadow for 9 physical damage.
Yaflir hits Corrupted dendritic hemospinner for 14 physical damage.
Yaflir hits Bloated ooze for 2 physical damage.
Yaflir hits Bloated ooze for 28 physical damage.
Corrupted dendritic hemospinner's Eyal's Wrath hits Malyu for 21 nature damage.
Corrupted dendritic hemospinner's Eyal's Wrath hits Yaflir for (20 flat reduction), 7 nature (7 total damage).
Bloodcaller hits Yaflir for 1 healing, 1 healing (0 total damage) [2 healing].
Yaflir killed Bloated ooze!
Dark Whispers from The Divine Writhing Mass hits Malyu for 10 darkness damage.
Malyu casts Lightning.
Bethidaba the corrupted acidic digestor shares damage with his oozes!
Malyu hits Bethidaba the corrupted acidic digestor for 5 lightning damage.
Yaflir is stunned!
Bethidaba the corrupted acidic digestor shares damage with his oozes!
Melee retaliation hits Bethidaba the corrupted acidic digestor for 0 light, 0 blight, 0 light, 0 blight (0 total damage).
Bethidaba the corrupted acidic digestor hits Yaflir for (20 flat reduction), 47 mind (47 total damage).
Yaflir the level 30 skeleton brawler was mindraped to death by Bethidaba the corrupted acidic digestor on level 1 of The Godfeaster.
























































