










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Doomelf | 
| Class | Arcane Blade | 
| Level / Exp | 19 / 25% | 
| Size | medium | 
| Lifes / Deaths | Killed by Yeqra the wretchling at level 19 on the 29th Dusk 122nd year of Ascendancy at 13:05  / 1 | 
Primary Stats
| Strength | 27 (base 13) | 
| Dexterity | 31 (base 19) | 
| Constitution | 22 (base 10) | 
| Magic | 64 (base 47) | 
| Willpower | 15 (base 10) | 
| Cunning | 39 (base 27) | 
Resources
| Life | -322/408 | 
| Mana | 164/279 | 
| Stamina | 126/166 | 
| Healing Factor | 1.2124166372473 | 
| Regeneration | 0.30310415931182 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +1.9984014443253E-12% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 5 | 
| See Stealth | 30.004149834542 | 
| See Invisible | 30.004149834542 | 
Offense: Mainhand
| Damage | 27 | 
| Accuracy | 36 | 
| Crit Chance | 13% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 55 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 35 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +11% | 
| Lightning | +27% | 
| Darkness | +13% | 
| Temporal | +14% | 
| Blight | +3% | 
| Physical | +16% | 
| Mind | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +7% | 
| Cold | +15% | 
| Temporal | +5% | 
Defense: Base
| Armour (hardiness) | 25 (44.65183292883%) | 
| Defense | 37 | 
| Ranged Defense | 37 | 
| Fatigue | 0 | 
| Physical Save | 27 | 
| Spell Save | 23 | 
| Mental Save | 29 | 
Defense: Resistances
| Lightning | + 30%( 70%) | 
| Fire | + 26%( 70%) | 
| Temporal | + 19%( 70%) | 
| Darkness | + 41%( 70%) | 
| Physical | + 18%( 70%) | 
| Cold | + 37%( 70%) | 
| All | + 14%( 70%) | 
Defense: Immunities
| Stun Resistance | 23% | 
| Bleed Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 20% | 
| Blind Resistance | 10% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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: 1.0 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 (80 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 267 damage for 4 turns. Its effects scale with your Magic stat.  | 
Class Talents
| Technique / Magical combat | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Enhancement | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Air | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 4/5 | 
  | 0/5 | 
Generic Talents
| Spell / Aegis | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Doomelf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
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 grave | active | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | 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.  | active | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal.  | active | 
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney.  | active | 
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 within | active | 
Equipment
| On feet |  pair of iron boots 'Airrigor' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Wil Changes resistances: +5% lightning / +6% temporal Changes damage: +9% lightning Maximum hate: +2.00 Maximum psi: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +40.00 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.  | 
| On head |  eldritch linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.80 Mana when hit: +0.80 Maximum mana: +46.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
| Tool |  Bethyssra the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +2 Wil / +4 Cun / +3 Con Changes resistances: +5% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Islivena the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +6 Defense: +10 (+4 eff.) Changes stats: +3 Str / +3 Dex Changes resistances: +26% darkness / +3% fire Changes damage: +13% darkness / +3% blight Poison immunity: +20% Rings make your fingers look great!  | 
| On fingers |  copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great!  | 
| Around waist |  Boryrion =-60=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Changes stats: +2 Str Changes resistances: +5% fire / +5% cold Physical save: +9 (+4 eff.) Only die when reaching: -60.00 life A belt that goes around your waist.  | 
| In main hand |  Snowmire the ash vilestaff (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +4% Changes resistances: +6% cold Changes resistances penetration: +15% cold Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Mana each turn: +0.10 Spellpower: +14 (+5 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  stone warden's dwarven-steel gauntlets (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Armour Hardiness: +5% Fatigue: +3% Changes stats: +8 Con Changes resistances: +4% physical When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor |  Eminn the cashmere robe (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +16% cold / +11% all Changes resistances penetration: +5% temporal / +7% physical Changes damage: +16% physical / +14% temporal / +11% cold Mental save: +20 (+10 eff.) Mana each turn: +0.08 Spellpower: +15 (+5 eff.) Mindpower: +24 (+9 eff.) Mental crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  Aeramiranne the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +1 Mag / +1 Cun Blindness immunity: +10% Cut immunity: +20% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  copper amulet 'Crackleminister'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% lightning Changes damage: +3% lightning / +3% mind Critical mult.: +10.00% Stun/Freeze immunity: +23% Psi when hit: +0.04 Amulets make your neck look great!  | 
Inventory
 healing infusion of the wizard (heal 168; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 movement infusion of the duelist (speed 501%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the wizard (heal 382; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great!  | 
 GetadinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +2 Str Changes resistances: +20% acid / +3% temporal / +9% blight Changes damage: +10% acid Critical mult.: +5.00% Rings make your fingers look great!  | 
 copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +7 Rings make your fingers look great!  | 
 gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 17 light Changes stats: +4 Mag Changes damage: +12% light Rings make your fingers look great!  | 
 Aradavena the iron battleaxe (104% power, 1 apr) =1str=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 105% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Armour: +4 Changes stats: +1 Str / +1 Wil Changes damage: +12% physical Massive two-handed battleaxes.  | 
 Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+8 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
 Galyrofast (132% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +19 fire When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Massive two-handed mauls.  | 
 Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it.  | 
 Zuberatta the steel greatmaul (127% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 127% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 93 acid damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 93 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Defense: +5 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +13% acid Changes damage: +10% acid Maximum stamina: +10.00 Massive two-handed mauls.  | 
 potent yew starstaff of warding (127% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Maximum wards: +2 darkness Changes damage: +24% darkness Talents granted: +1 Ward +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
 short ash vilestaff of warding (111% power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 blight Changes damage: +15% blight Talents granted: +3 Ward +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
 Stormlash (115% power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Power: 115% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 26.39 to 79.16 lightning damage (based on Magic and Dexterity) Activation costs 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers.  | 
 woollen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +5% all Spellpower: +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Aeratir (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Changes stats: +3 Str / +3 Con Changes resistances: +3% darkness / +3% cold Changes damage: +3% blight / +3% temporal Disease immunity: +10% Only die when reaching: -60.00 life It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Beumalin the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +2 Wil / +2 Cun Changes resistances penetration: +10% blight Silence immunity: +34% Confusion immunity: +31% Stun/Freeze immunity: +25% Vim when firing critical spell: +2.00 Damage Shield penetration: +30% A pair of boots made of leather.  | 
 Smearwrack (0 def, 1 armour) =3lr=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +7% fire / +3% nature / +6% cold Changes resistances penetration: +10% nature / +10% cold Light radius: +3 A pair of boots made of leather.  | 
 Zubiwe (7 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Changes stats: +6 Dex Changes resistances: +9% acid Disease immunity: +20% Infravision radius: +2 Movement speed: +25% Healing mod.: +10% A pair of boots made of leather.  | 
 pair of rough leather boots 'Isymita' (0 def, 1 armour) =4 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 mind Changes stats: +3 Mag / +4 Con Changes resistances: +5% fire / +5% cold Mental crit. chance: +2% A pair of boots made of leather.  | 
 Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 44.06 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
 Hettyhell (5 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Damage (Melee): 6 cold Changes resistances: +3% light / +9% cold Changes damage: +4% cold Silence immunity: +20% When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 brawler's dwarven-steel gauntlets (0 def, 2 armour) =3str=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 hardened leather gloves 'Zubeyavea' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane / 5 temporal Damage (Ranged): 11 temporal Changes stats: +5 Mag / +9 Wil Changes resistances: +4% arcane / +7% temporal Changes damage: +3% temporal / +4% arcane / +3% mind Mental save: +6 (+3 eff.) Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +26.00 Spellpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Emelodhessra (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +19% lightning Changes damage: +11% lightning Critical mult.: +5.00% Physical save: +12 (+6 eff.) A pointy cloth hat, very wizardly...  | 
 Kochik the Sleetgasher (0 def, 1 armour) =3str=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Mag / +1 Cun Changes resistances: +11% cold Changes resistances penetration: +15% cold Changes damage: +6% cold Allows you to breathe in: water Reduces incoming crit damage: 5.00% A cap made of leather.  | 
 Lisanne the rough leather cap (0 def, 1 armour) =5 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 mind Changes stats: +2 Mag / +3 Wil / +5 Con Changes resistances penetration: +20% mind A cap made of leather.  | 
 rejuvenating stralite mail armour (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Life regen: +5.20 Stamina each turn: +0.50 A suit of armour made of mail.  | 
 Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour.  | 
 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 242 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Smolderoracle (dig speed 29 turns) =armor=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Damage when hit (Melee): 2 fire Changes stats: +1 Str Maximum stamina: +20.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Chargeglean the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +6% light Changes damage: +3% light Maximum life: +42.00 Light radius: +3 Infravision radius: +1 See invisible: +6 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.  | 
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 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 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 115.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 115.51 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.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Yvuriavena =4str=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire / 6 physical Changes stats: +4 Str / +2 Dex / +1 Wil Changes resistances: +6% fire Stamina each turn: +1.00 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.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 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 after 40 turns Activation costs 172 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.  | 
 Issintir the iron torque of mindblast [power 105]  (13 cooldown) =-60=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +4 Changes stats: +4 Dex Changes damage: +9% mind Only die when reaching: -60.00 life It can be used to blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Splendourwinnow the iron torque of psionic shield [power 23]  (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Poison immunity: +10% Silence immunity: +10% Light radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 overpowered elm wand of shielding [power 152]  (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 4 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.  | 
 7 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.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
			Escaped the Searing Halls.By Arcane Annihilation Drone the Doomelf Arcane Blade level 6
79th Pyre 122nd year of Ascendancy at 07:50 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Arcane Annihilation Drone the Doomelf Arcane Blade level 10
10th Mirth 122nd year of Ascendancy at 10:13 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Arcane Annihilation Drone the Doomelf Arcane Blade level 16
23rd Dusk 122nd year of Ascendancy at 15:37 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Arcane Annihilation Drone the Doomelf Arcane Blade level 9
6th Mirth 122nd year of Ascendancy at 14:06 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Arcane Annihilation Drone the Doomelf Arcane Blade level 11
9th Dusk 122nd year of Ascendancy at 05:22 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Arcane Annihilation Drone the Doomelf Arcane Blade level 18
27th Dusk 122nd year of Ascendancy at 11:23 see stats
Log
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Acid Splash from Wretchling hits Arcane Annihilation Drone for (12 absorbed), 0 acid (0 total damage).
Arcane Annihilation Drone casts Lightning.
You collect a new ingredient: wretchling eyeball (1).
Arcane Annihilation Drone hits Wretchling for 282 lightning damage.
Arcane Annihilation Drone hits Yeqra the wretchling for 226 lightning damage.
Arcane Annihilation Drone killed Wretchling!
Yeqra the wretchling rushes out!
Yeqra the wretchling hits Arcane Annihilation Drone for (125 absorbed), 0 physical, (6 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Arcane Annihilation Drone for (20 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Yeqra the wretchling for 7 acid damage.
Your shield crumbles under the damage!
The shield around Arcane Annihilation Drone crumbles.
Acid Splash from Wretchling hits Arcane Annihilation Drone for (6 absorbed), 6 acid (6 total damage).
Arcane Annihilation Drone casts Arcane Strike.
Arcane Annihilation Drone misses Yeqra the wretchling.
Arcane Annihilation Drone misses Yeqra the wretchling.
Yeqra the wretchling uses Assault.
Arcane Annihilation Drone is afflicted by a crippling illness!
Yeqra the wretchling performs a melee critical strike against Arcane Annihilation Drone!
Greater Weapon Focus from Yeqra the wretchling performs a melee critical strike against Arcane Annihilation Drone!
Yeqra the wretchling performs a melee critical strike against Arcane Annihilation Drone!
Greater Weapon Focus from Yeqra the wretchling hits Arcane Annihilation Drone for 87 physical, 8 acid, 192 physical, 6 acid (293 total damage).
Yeqra the wretchling hits Arcane Annihilation Drone for 53 physical, 8 acid, 187 physical, 6 acid, 176 physical (430 total damage).
Arcane Annihilation Drone the level 19 doomelf arcane blade was squished to death by Yeqra the wretchling on level 2 of Anteroom of Agony.
Yeqra the wretchling prepares for the next kill!
You carry too much--you are encumbered!
Drop some of your items.



































































































