









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Yeek | 
| Class | Archmage | 
| Level / Exp | 27 / 34% | 
| Size | small | 
| Lifes / Deaths | Killed by Sleeping Mayadheth at level 27 on the 68th Regrowth 123rd year of Ascendancy at 20:54  / 1 | 
Primary Stats
| Strength | 24 (base 11) | 
| Dexterity | 13 (base 11) | 
| Constitution | 41 (base 45) | 
| Magic | 58 (base 46) | 
| Willpower | 58 (base 26) | 
| Cunning | 37 (base 11) | 
Resources
| Life | -342/368 | 
| Mana | 155/549 | 
| Healing Factor | 1.4281403954778 | 
| Regeneration | 4.6414562853027 | 
Speed
| Mental | +15% | 
| Attack | +15% | 
| Movement | 0% | 
| Spell | +15% | 
| Global | +115% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| See Invisible | 21 | 
Offense: Mainhand
| Damage | 28 | 
| Accuracy | 21 | 
| Crit Chance | 16% | 
| APR | 2 | 
| Speed | 0.87 | 
Offense: Spell
| Spellpower | 43 | 
| Crit Chance | 14% | 
| Speed | 0.8695652173913 | 
Offense: Mind
| Mindpower | 47 | 
| Crit Chance | 9% | 
| Speed | 0.8695652173913 | 
Offense: Damage Bonus
| Lightning | +16% | 
| Cold | +3% | 
| Nature | +19% | 
| Blight | +10% | 
| Physical | +18% | 
| Mind | +22% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +30% | 
| Blight | +30% | 
| Arcane | +45% | 
| Mind | +30% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 10 (35.65183292883%) | 
| Defense | 56 | 
| Ranged Defense | 56 | 
| Fatigue | 0 | 
| Physical Save | 30 | 
| Spell Save | 30 | 
| Mental Save | 34 | 
Defense: Resistances
| Acid | + 23%( 70%) | 
| Arcane | + 17%( 70%) | 
| Cold | + 18%( 70%) | 
| All | + 8%( 70%) | 
| Lightning | + 41%( 70%) | 
| Temporal | + 16%( 70%) | 
| Physical | + 30%( 70%) | 
| Mind | + 19%( 70%) | 
| Fire | + 34%( 70%) | 
| Nature | + 38%( 70%) | 
Defense: Immunities
| Disarm Resistance | 20% | 
| Confusion Resistance | 85% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 50% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 0% | 
Inscriptions (4/4)
| 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 314 damage for 4 turns. Its effects scale with your Willpower stat.  | 
| 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (87% 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 1097% for 10 turns (70 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness.  | 
Class Talents
| Spell / Storm | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 5/5 | 
| Spell / Air | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
| Spell / Arcane | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 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 | 
Generic Talents
| Technique / Combat training | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
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 successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done | 
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. 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 green worm. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink. * You've found the needed chunk of ghoul flesh.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Emelykira (10 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +9% lightning / +2% physical / +12% fire Mana each turn: +0.14 Only die when reaching: -80.00 life Maximum mana: +27.00 Spell crit. chance: +2% A pair of boots made of leather.  | 
| Light source |  brass lantern 'Layoyalle'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Physical power: +20 (+8 eff.) Defense: +10 (+3 eff.) Changes stats: +1 Str / +1 Con Maximum life: +40.00 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.  | 
| On head |  Tarrarim (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str Changes resistances: +3% acid / +6% fire / +5% cold Disarm immunity: +20% Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather.  | 
| Tool |  The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking.  | 
| On fingers |  HagayadurInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +10% physical / +12% mind / +5% arcane Changes resistances penetration: +5% blight / +10% arcane Changes damage: +12% mind / +10% physical Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Mindpower: +8 (+2 eff.) Rings make your fingers look great!  | 
| On fingers |  Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| Around waist |  Stormsweep the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes resistances: +9% lightning / +12% nature Changes resistances penetration: +5% lightning Changes damage: +6% lightning Physical save: +8 (+4 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist.  | 
| In main hand |  elm vilestaff 'Forestenvy' (10-12 power, 2 apr, blight element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 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: Defense: +10 (+3 eff.) Damage when hit (Melee): 2 nature Changes stats: +1 Cun Changes damage: +10% blight / +6% nature Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +4 See invisible: +12 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 104.35 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
| 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 (+0 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.  | 
| Main armor |  Zubynn the Quenchgrit (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+3 eff.) Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 8 arcane Changes resistances: +7% acid / +12% physical / +18% lightning / +10% fire / +5% arcane / +6% cold Changes resistances penetration: +10% arcane Critical mult.: +13.00% Mindpower: +14 (+4 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather.  | 
| Cloak |  cashmere cloak 'Floewrest' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +4 Dex / +1 Wil / +7 Cun Changes resistances penetration: +5% mind Changes damage: +3% cold See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  steel amulet 'Harihell'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% acid / +9% temporal Reduces incoming crit damage: 15.00% Physical save: +3 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great!  | 
Inventory
 This item will automatically be transmogrified when you leave the level.heroism infusion of the sneak (die at -368; dur 8; cd 25) 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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -368 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 737 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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.  | 
 This item will automatically be transmogrified when you leave the level.blink rune (range 5; phase 11; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 11%, your defense is increased by 11 and all your resistances by 11%. 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.  | 
 shielding rune of the titan (absorb 216; dur 5; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 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 216 damage for 5 turns. Its effects scale with your Constitution stat. 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.  | 
 copper ring 'Guba'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +27% cold Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Cut immunity: +20% Confusion immunity: +22% Healing mod.: +10% Rings make your fingers look great!  | 
 gladiator's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +6 Str / +4 Con Life regen: +9.00 Maximum life: +40.00 Healing mod.: +11% Rings make your fingers look great!  | 
 mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +25 Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great!  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe (32-48 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of crippling (34-50 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% 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% Massive two-handed battleaxes.  | 
 This item will automatically be transmogrified when you leave the level.Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
 This item will automatically be transmogrified when you leave the level.Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 99.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
 This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of daylight (20-25 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 light Damage against: +20% Undead Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.warbringer's stralite dagger (30-40 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +9% physical Disarm immunity: +17% Sharp, short and deadly.  | 
 This item will automatically be transmogrified when you leave the level.yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Changes damage: +18% cold Longbows are used to shoot arrows at your foes.  | 
 This item will automatically be transmogrified when you leave the level.chilling dwarven-steel longsword of massacre (32-44 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 cold Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.elemental dwarven-steel longsword of the mystic (24-34 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 74 acid damage (1/turn) When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances penetration: +11% acid Changes damage: +6% acid Spellpower: +7 (+3 eff.) Sharp, long, and deadly.  | 
 This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel mace of daylight (28-40 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 29 Damage (Melee): +10 mind / +7 light Damage against: +13% Undead When wielded/worn: Changes stats: +3 Cun / +3 Wil Blunt and deadly.  | 
 This item will automatically be transmogrified when you leave the level.lifebinding ash vilestaff of illumination (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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: Defense: +7 (+2 eff.) Changes stats: +4 Con Changes damage: +15% blight Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +14% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
 This item will automatically be transmogrified when you leave the level.yew magestaff of greater warding (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: +7 Defense: +7 (+2 eff.) Maximum wards: +3 arcane Changes damage: +20% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art.  | 
 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.  | 
 resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 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.  | 
 This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe of protection (2 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes resistances: +11% all Physical save: +17 (+9 eff.) Spell save: +21 (+10 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 This item will automatically be transmogrified when you leave the level.blood-soaked pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 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.  | 
 This item will automatically be transmogrified when you leave the level.Brightsteel (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +5 Cun / +4 Con Changes resistances: +12% cold Changes resistances penetration: +15% light Changes damage: +12% light Allows you to breathe in: water Reduces incoming crit damage: 10.00% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.Ivylle the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+13 eff.) Armour penetration: +5 Physical crit. chance: +8.0% Armour: +3 Fatigue: +3% Changes stats: +5 Con Only die when reaching: -40.00 life Mental crit. chance: +2% A cap made of leather.  | 
 This item will automatically be transmogrified when you leave the level.Tabers the Glintvile (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Damage when hit (Melee): 6 light Changes stats: +5 Str Changes resistances: +6% lightning Critical mult.: +20.00% Physical save: +17 (+9 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 This item will automatically be transmogrified when you leave the level.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 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 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 17.69 mind and 14.50 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 17% 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 16. Terrified: Deals 4.27 mind and 3.50 darkness damage per turn and increases cooldowns by 26%. Haunted: Causes the target to suffer 6.97 mind and 5.71 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.hardened leather armour 'Boruldir' (9 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Mag Changes resistances: +7% mind Changes damage: +3% arcane Spell save: +3 (+1 eff.) Mental save: +12 (+6 eff.) Life regen: +3.90 Stamina each turn: +1.00 Mana each turn: +0.08 Vim when firing critical spell: +1.00 Maximum life: +33.00 Spellpower: +10 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.hardened leather armour of the hero (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +4 Cun Maximum life: +45.00 A suit of armour made of leather.  | 
 This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel plate armour of command (7 def, 16 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +7 (+2 eff.) Fatigue: +22% Changes stats: +1 Cun Changes resistances: +11% light / +12% darkness Mental save: +13 (+6 eff.) A suit of armour made of metal plates.  | 
 This item will automatically be transmogrified when you leave the level.icy steel shield of purity (0 def, 4 armour, 38 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 11 cold Damage when hit (Melee): 5 ice Changes resistances: +11% nature / +13% blight Talent granted: +1 Block Handheld deflection devices.  | 
 This item will automatically be transmogrified when you leave the level.quiver of yew arrows 'Silaseba' (16/16, 31-43 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 16 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage Travel speed: +200% Damage (Ranged): +37 physical / +20 mind / +8 arcane Damage (radius 2) on crit: +8 mind When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death.  | 
 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.  | 
 190 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.  | 
 4 onyx0.00 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 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 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.  | 
 Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 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.  | 
 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 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 This item will automatically be transmogrified when you leave the level.warded yew wand of conjuration [power 200] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 lightning / +2 arcane / +4 nature / +3 mind Talent granted: +1 Ward It can be used to fire a magical bolt dealing 200 fire damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 2 quartz0.00 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.  | 
 8 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.  | 
 5 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.  | 
 9 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
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By asdfas the Yeek Archmage level 16
72nd Dusk 122nd year of Ascendancy at 08:31 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By asdfas the Yeek Archmage level 22
4th Regrowth 123rd year of Ascendancy at 05:54 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By asdfas the Yeek Archmage level 10
29th Dusk 122nd year of Ascendancy at 04:46 see stats
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By asdfas the Yeek Archmage level 20
73rd Haze 122nd year of Ascendancy at 13:22 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By asdfas the Yeek Archmage level 23
4th Regrowth 123rd year of Ascendancy at 13:08 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By asdfas the Yeek Archmage level 13
34th Dusk 122nd year of Ascendancy at 07:31 see stats
			The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By asdfas the Yeek Archmage level 24
11st Regrowth 123rd year of Ascendancy at 17:25 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By asdfas the Yeek Archmage level 25
48th Regrowth 123rd year of Ascendancy at 18:07 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By asdfas the Yeek Archmage level 19
71st Haze 122nd year of Ascendancy at 23:27 see stats
Log
Your time shield crumbles under the damage!
The fabric of time around asdfas stabilizes to normal.
The powerful time-altering energies generate a restoration field on asdfas.
Asdfas is silenced!
Asdfas is cut deeply.
Sleeping Mayadheth's Steady Shot hits asdfas for (50 to time), 209 physical, 8 nature, 2 darkness, 10 darkness (229 total damage).
Sleeping Mayadheth resists!
Sleeping Mayadheth steals healing from asdfas!
Sleeping Mayadheth's healing is amplified!
Deep Wound from Sleeping Mayadheth hits asdfas for 23 physical damage.
Sleeping Mayadheth receives 31 healing from Temporal Restoration Field.
Thunderstorm hits Sleeping Mayadheth for 22 lightning damage.
Hurricane from Asdfas hits Sleeping Mayadheth for 67 lightning damage.
Sleeping Mayadheth uses Beckon.
Asdfas has been beckoned.
Asdfas feels pain again.
Sleeping Mayadheth steals healing from asdfas!
Sleeping Mayadheth's healing is amplified!
Deep Wound from Sleeping Mayadheth hits asdfas for 23 physical damage.
Sleeping Mayadheth receives 31 healing from Temporal Restoration Field.
Hurricane from Asdfas hits Sleeping Mayadheth for 75 lightning damage.
Sleeping Mayadheth uses Headshot.
Sleeping Mayadheth's Headshot performs a ranged critical strike against asdfas!
Asdfas is jolted to attention by the damage and is no longer being beckoned.
Asdfas is no longer beckoned.
Sleeping Mayadheth's Headshot hits asdfas for 441 physical damage.
asdfas the level 27 yeek archmage was ground to death by Sleeping Mayadheth on level 4 of Dreadfell.
The furious lightning storm around asdfas calms down and disappears.















































































































