








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 11 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by The Dreaming One at level 11 on the 9th Dusk 122nd year of Ascendancy at 00:51 / 1 |
Primary Stats
| Strength | 16 (base 16) |
| Dexterity | 14 (base 10) |
| Constitution | 35 (base 25) |
| Magic | 31 (base 26) |
| Willpower | 18 (base 14) |
| Cunning | 20 (base 11) |
Resources
| Life | -4/306 |
| Mana | 180/210 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 0.29791650043295 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 12 |
| Crit Chance | 4% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Temporal | +3% |
| Blight | +10% |
| Darkness | +21% |
| Fire | +10% |
| Nature | +5% |
Offense: Damage Penetration
| Temporal | +5% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 17 |
| Mental Save | 13 |
Defense: Resistances
| Darkness | + 25%( 70%) |
| Acid | + 24%( 70%) |
| Nature | + 19%( 70%) |
| Temporal | + 21%( 70%) |
| Cold | + 18%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 20%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 20% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Equipment
| On feet | insulating pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +6% cold A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| On head | Boredur (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes resistances: +15% acid / +3% cold / +6% temporal Changes damage: +10% acid See invisible: +3 A pointy cloth hat, very wizardly... |
| Tool | piercing elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 192 Base Damage: 98 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +23% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
| On fingers | marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Physical power: +6 (+3 eff.) Changes stats: +2 Dex Spellpower: +6 (+3 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
| Around neck | copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
| In main hand | Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 2/6) : Effective talent level: 3.3 Power cost: 6 out of 2/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 107.82 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (216). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| Main armor | linen robe 'Chargewell' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +6% temporal / +16% darkness / +7% all Changes resistances penetration: +5% temporal Changes damage: +11% darkness / +3% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Mayilevena the SearoathPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid / 16 fire Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +15% acid Light radius: +3 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. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Inventory
This item will automatically be transmogrified when you leave the level.copper amulet 'Tundrarebel' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning / +3% cold / +3% mind / +3% temporal Changes resistances penetration: +5% fire / +5% cold Stun/Freeze immunity: +21% Teleport immunity: +20% Amulets make your neck look great! |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.rogue's copper ring of light (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steady rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +6 (+6 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Toxinmistress the elm starstaff (100% power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Changes stats: +2 Dex / +6 Con Changes resistances penetration: +5% nature Changes damage: +10% temporal Talent granted: +1 Command Staff Physical save: +9 (+6 eff.) Life regen: +0.50 Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm magestaff (100% power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Blazerebel Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +4 Cun / +4 Wil Changes resistances: +12% fire Changes resistances penetration: +5% cold Changes damage: +3% cold / +6% fire Damage against: +17% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
rough leather belt 'Kilnkiller'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% fire Hate when firing a critical mind attack: +1.00 Maximum life: +31.00 Mindpower: +15 (+8 eff.) A belt that goes around your waist. |
rough leather belt of unlife =water breathing=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.enveloping linen cloak of protection (6 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +5 (+4 eff.) Spell save: +5 (+4 eff.) Mental save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen cloak 'Kindlemight' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +11% cold Changes resistances penetration: +25% light / +5% nature Changes damage: +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of protection (2 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Changes resistances: +7% all Physical save: +15 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Glunor (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% fire / +6% nature / +5% cold A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Changes stats: +2 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emybeth the rough leather cap (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +2 Str Changes resistances: +6% blight / +3% acid / +5% arcane / +6% nature Spell save: +15 (+9 eff.) Mental save: +3 (+3 eff.) A cap made of leather. |
Ziderak the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes stats: +3 Con Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 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) 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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mage the Cornac Archmage level 10
2nd Flare 122nd year of Ascendancy at 05:17 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Mage the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:45 see stats
Log
Dozing giant venus flytrap uses Dream Walk.
The Dreaming One uses Psychic Lobotomy.
Ran for 4 turns (stop reason: detrimental status effect).
Mage higher mental functions have been imparied.
Thought-forged bowman shrugs off the effect 'Dazzled'!
The Dreaming One forges a dream shield to block the attack!
Thought-forged bowman shoots!
The Dreaming One converts some damage to Psi!
Phantasmal Shield hits The Dreaming One for (17 blocked), 26 to psi, 35 light (61 total damage).
Phantasmal Shield hits Thought-forged bowman for 87 light damage.
The Dreaming One hits Mage for 56 mind damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
The Dreaming One's dream shield has been strengthened by the attack!
The Dreaming One converts some damage to Psi!
Mage hits The Dreaming One for (17 blocked), 39 to psi, 53 physical (92 total damage).
Thought-forged bowman's Shoot performs a ranged critical strike against Mage!
Thought-forged bowman's Shoot hits Mage for 79 physical damage.
The Dreaming One uses Distortion Bolt.
Thought-forged bowman shoots!
Mage uses Infusion: Regeneration.
Mage starts regenerating health quickly.
Talent Mudslide is ready to use.
Thought-forged bowman's Shoot performs a ranged critical strike against Mage!
The Dreaming One's Distortion Bolt hits Mage for 67 physical damage.
Thought-forged bowman's Shoot hits Mage for 56 physical damage.
The Dreaming One uses Mind Sear.
The Dreaming One hits Mage for 76 mind damage.
Mage the level 11 cornac archmage was psyched to death by The Dreaming One and absorbed into nightmares forever on level 3 of Heart of the Gloom.










































































