









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. OldRPG Redeemed - Music Mod - 3 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are. 
 This mod replaces 99% of the music in the game with original covers of classic RPG scores. 
 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
 OldRPG Redeemed - Music Mod - 1 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are. 
 This mod replaces 99% of the music in the game with original covers of classic RPG scores. 
 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. 
 
 
 
 
 
 
 
 OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
 Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear OldRPG Redeemed - Music Mod - 2 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are. 
 This mod replaces 99% of the music in the game with original covers of classic RPG scores. 
 OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 29 / 44% | 
| Size | medium | 
| Lifes / Deaths | Killed by Voruminne the shadowblade at level 29 on the 7th Pyre 123rd year of Ascendancy at 14:34/ 1 | 
Primary Stats
| Strength | 8 (base 10) | 
| Dexterity | 20 (base 10) | 
| Constitution | 19 (base 10) | 
| Magic | 86 (base 60) | 
| Willpower | 71 (base 58) | 
| Cunning | 19 (base 11) | 
Resources
| Life | -89/398 | 
| Mana | 228/445 | 
| Healing Factor | 1.0791723257555 | 
| Regeneration | 2.4281377329499 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -40% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| See Stealth | 8.5745568652945 | 
| See Invisible | 19.92881628962 | 
Offense: Mainhand
| Damage | 25 | 
| Accuracy | 17 | 
| Crit Chance | 17% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 63 | 
| Crit Chance | 35% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +27% | 
| Nature | +31% | 
| Temporal | +48% | 
| Acid | +25% | 
| Arcane | +30% | 
| Cold | +93% | 
| All | +19% | 
Offense: Damage Penetration
| Acid | +20% | 
| Blight | +10% | 
| Arcane | +10% | 
| Cold | +75% | 
| All | 0% | 
| Lightning | +5% | 
| Temporal | +10% | 
| Fire | +5% | 
| Darkness | +10% | 
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) | 
| Defense | 40 | 
| Ranged Defense | 40 | 
| Fatigue | 0 | 
| Physical Save | 22 | 
| Spell Save | 42 | 
| Mental Save | 33 | 
Defense: Resistances
| Blight | + 33%( 70%) | 
| Arcane | + 36%( 70%) | 
| Cold | + 56%( 70%) | 
| All | + 21%( 70%) | 
| Lightning | + 23%( 70%) | 
| Temporal | + 27%( 70%) | 
| Physical | + 22%( 70%) | 
| Darkness | + 50%( 70%) | 
| Fire | + 28%( 70%) | 
| Nature | + 48%( 70%) | 
Defense: Immunities
| Disarm Resistance | 25% | 
| Pinning Resistance | 32% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 31% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 20 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 538 damage for 4 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use 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 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 4 turns and blocking 135 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. Its effects scale with your Dexterity stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use 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 1413% for 10 turns (1668 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 670% 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 Constitution stat. | 
Class Talents
| Spell / Ice | 1.30 | 
| 
 | 3/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| Spell / Temporal | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Staff combat | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Aegis | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Prodigies
| 
 | 1/1 | 
Effects
| talent | Phantasmal Shield | 
| talent | Premonition | 
| talent | Arcane Power | 
| talent | Keen Senses | 
| talent | Shielding | 
| talent | Uttercold | 
| beneficial effect | The mana surge engulfs the target, regenerating 11.02 mana per turn.Surging mana | 
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%.  While stunned talents cooldown twice as slow.Stunned | 
| beneficial effect | Increases defense by 8.Mobile Defense | 
| beneficial effect | Reduces darkness damage received by 20%.Premonition Shield | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns).Runic Saturation | 
| beneficial effect | The time distortion has created a restoration field, healing the target for 69 each turn.Temporal Restoration Field | 
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents.Silenced | 
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 30.Intimidated | 
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions.Confused | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There 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 successfully escorted the injured seer to the recall portal on level 1 of Daikara.Escort: injured seer (level 1 of Daikara) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved talent Track (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: temporal explorer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Foresight (+1 level(s)). | 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 5 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You 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 |  Heatqueen (0 def, 7 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex dps ---------- Crit.mult +15.00% Res.pen +5% fire Apr +1 ----- def ----- Armour +7 Resists +6% blight +2% physical +9% darkness Phys.save +6 (+3 eff.) Stealth +8 A pair of boots made of leather. | 
| Light source |  brass lantern 'Icepython' 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +12% cold Res.pen +20% acid +10% cold On Hit (Melee): * 10% chance to slow global speed by 48% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Xaninn the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Mind.crit +3% Spell.pwr +30 (+7 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% arcane Res.pen +10% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... | 
| Tool |  piercing dwarven-steel torque of psionic shield [power 81]  (2/25 cooldown) 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Sleetwilter 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +11 (+0 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% cold +12% nature +6% all Res.pen +15% cold Melee Ret 6 fire ----- def ----- Resists +9% fire +24% nature +9% cold Max.HP +20.00 Disarm- +25% Pinning- +32% Knockbk- +31% Rings make your fingers look great! | 
| On fingers |  Vargh Redemption 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.04 cold and 8.66 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 56/60 This azure ring seems to be always moist to the touch. | 
| Around waist |  spiritwalker's rough leather belt of valiance 1.0 T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +1 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +44.00 ---------- misc Mana/turn +0.13 Max.mana +23.00 A belt that goes around your waist. | 
| In main hand |  Hazeswift the yew magestaff (120% power, 4 apr, cold element) 5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Spell.crit +8% Spell.pwr +9 (+2 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +29% cold ----- def ----- Defense +7 (+2 eff.) Resists +10% cold Phys.save +7 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Psi/ret +0.12 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 68.31 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 |  Crystle's Astral Bindings (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
| Main armor |  timebroken elven-silk robe of power (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +4% Spell.pwr +20 (+5 eff.) Dmg.mod +12% temporal +5% arcane +13% all ----- def ----- Resists +15% all ---------- misc Max.mana +44.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Gloreletta the Sparkspire (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +9% temporal Res.pen +10% blight +5% lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% blight +3% lightning Spell.save +6 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  wanderer's steel amulet of manastreaming 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +6 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.15 Max.mana +22.00 Amulets make your neck look great! | 
Inventory
|  wild infusion (res 16%; magical; dur 3; cd 15) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion (res 15%; physical; dur 2; cd 13) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Prismatic Rune (6 turns; acid, physical, light, blight, mind) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 light, 4 blight, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  biting gale rune of the psychic (damage 182; dur 4; cd 18) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 182.17 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Amirerand the Splendoursting 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +21% arcane Res.pen +5% arcane ----- def ----- Resists +20% light +5% arcane Amulets make your neck look great! | 
|  The Black Core 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." | 
|  copper amulet 'Arthodedil' 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind ----- def ----- Resists +3% mind +11% temporal Pinning- +23% Knockbk- +20% ---------- misc Max.hate +2.00 Amulets make your neck look great! | 
|  steel amulet 'Dragen' 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +7 Con dps ---------- Melee Ret 8 physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +12% lightning +2% physical Amulets make your neck look great! | 
|  wanderer's gold amulet 0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +3.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
|  copper ring of arcana (+0.12/turn) 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +23% ---------- misc Mana/turn +0.12 Rings make your fingers look great! | 
|  copper ring of power 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! | 
|  psionicist's copper ring 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! | 
|  steel ring 'Turig' 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Cun +3 Wil dps ---------- S.pwr/crit +2 Res.pen +5% blight ----- def ----- Defense +6 (+2 eff.) Fatigue -5% HP.reg +2.00 Stun/Frz- +22% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +24 Rings make your fingers look great! | 
|  warrior's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Rings make your fingers look great! | 
|  wizard's steel ring of arcana (+0.12/turn) 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! | 
|  Abyssscar 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +3% physical Melee Ret 4 fire ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Max.stam +30.00 A belt that goes around your waist. | 
|  Beeyalen the rough leather belt 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +20 (+7 eff.) Resists +6% acid +12% cold Phys.save +12 (+6 eff.) ---------- misc Max.psi +20.00 A belt that goes around your waist. | 
|  Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. | 
|  rough leather belt of unlife 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Blazestreak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% blight +5% lightning Melee Ret 4 blight ----- def ----- Defense +1 (+0 eff.) Resists +20% light +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Silk Current (12 def, 0 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
|  Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. | 
|  Drirantir the pair of iron boots (10 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Con dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue -3% Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Eden's Guile (2 def, 1 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. | 
|  Glorona the Hailgrind (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue -5% Resists +5% arcane Phys.save +5 (+2 eff.) Max.HP +20.00 HP.reg +4.00 Disease- +10% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +21 A pair of boots made of leather. | 
|  blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+0 eff.) Apr +4 ----- def ----- Armour +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd 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. A pair of boots made of leather. | 
|  Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. | 
|  Adann the Brightstun (0 def, 6 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +4% Resists +1% physical +3% nature +3% temporal Die.at -80.00 life Max.HP +80.00 ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Braneroddavor the iron helm (0 def, 5 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 4 mind ----- def ----- Armour +5 Fatigue +5% Resists +6% cold ---------- misc Stam/turn +2.00 Max.hate +8.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Salyrawyn the rough leather cap (30 def, 1 armour) 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +1 Defense +30 (+10 eff.) Fatigue +1% Resists +7% nature +6% blight Die.at -80.00 life A cap made of leather. | 
|  Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  iron helm 'Sewerwilder' (0 def, 5 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature Apr +3 ----- def ----- Armour +5 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  8 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  391 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  4 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. | 
|  6 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. | 
|  8 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Mucusblight the iron pickaxe (dig speed 31 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+3 eff.) ----- def ----- Resists +6% lightning +6% cold +3% light +3% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Cyryda the brass lantern 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +9% temporal +3% fire +5% arcane +3% cold Spell.save +3 (+1 eff.) Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. | 
|  Drutoleg the ash totem of healing [power 194]  (2/15 cooldown) 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Res.pen +25% blight ----- def ----- Resists +5% arcane Spell.save +18 (+6 eff.) ---------- misc Max.mana +40.00 Max.vim +50.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
|  Scorpionbender [power 260]  (2/15 cooldown) 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Acc +10 (+6 eff.) Melee Ret 2 physical ----- def ----- Armour +8 Resists +9% nature ---------- misc Stam/turn +2.00 Max.stam +30.00 Sting an enemy dealing 145 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  2 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  elm wand of conjuration 'Tideking' [power 105]  (2/15 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +1 Dex +1 Wil +5 Con dps ---------- Dmg.mod +6% cold ---------- misc Infravis +3 Fire a magical bolt dealing 53 fire damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  11 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By Mr. Freeze the Shalore Archmage level 24
18th Regrowth 123rd year of Ascendancy at 15:52 see stats
 Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Mr. Freeze the Shalore Archmage level 16
49th Dusk 122nd year of Ascendancy at 21:06 see stats
 Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Mr. Freeze the Shalore Archmage level 22
11st Regrowth 123rd year of Ascendancy at 03:29 see stats
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Mr. Freeze the Shalore Archmage level 10
7th Mirth 122nd year of Ascendancy at 04:18 see stats
 Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Mr. Freeze the Shalore Archmage level 20
68th Haze 122nd year of Ascendancy at 23:14 see stats
 Orbituary (Insane (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.
			Orbituary (Insane (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By Mr. Freeze the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:33 see stats
 Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.
			Poisonous (Insane (Roguelike) difficulty)
			Sided with the assassin lord.By Mr. Freeze the Shalore Archmage level 29
3rd Pyre 123rd year of Ascendancy at 15:46 see stats
 Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Mr. Freeze the Shalore Archmage level 28
69th Regrowth 123rd year of Ascendancy at 16:10 see stats
 Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Mr. Freeze the Shalore Archmage level 12
8th Dusk 122nd year of Ascendancy at 08:35 see stats
 Tales of the Spellblaze (Insane (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Insane (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Mr. Freeze the Shalore Archmage level 25
36th Regrowth 123rd year of Ascendancy at 13:57 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Mr. Freeze the Shalore Archmage level 11
3rd Summertide 122nd year of Ascendancy at 06:44 see stats
 The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mr. Freeze the Shalore Archmage level 29
70th Regrowth 123rd year of Ascendancy at 03:01 see stats
 Thralless (Insane (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Insane (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Mr. Freeze the Shalore Archmage level 28
69th Regrowth 123rd year of Ascendancy at 14:20 see stats
 Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Mr. Freeze the Shalore Archmage level 27
51st Regrowth 123rd year of Ascendancy at 17:40 see stats
 Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Mr. Freeze the Shalore Archmage level 17
44th Haze 122nd year of Ascendancy at 20:19 see stats
Log
Mr. Freeze is not dazed anymore.
Mr. Freeze is dazed!
Mr. Freeze has temporarily forgotten Ice Shards for 3 turns!
Voruminne the shadowblade hits Mr. Freeze for (199 to time), 0 physical, (7 to time), 0 cold, (15 to time), 0 darkness, (91 to time), 0 physical, (7 to time), 0 cold, (15 to time), 0 darkness (0 total damage).
Raze hits Mr. Freeze for (4 to time), 0 darkness, (4 to time), 0 darkness, (4 to time), 0 darkness, (4 to time), 0 darkness, (4 to time), 0 darkness, (4 to time), 0 darkness (0 total damage).
Melee retaliation hits Voruminne the shadowblade for 5 fire, 3 fire (8 total damage).
You are unable to move!
Talent Invisibility is ready to use.
Voruminne the shadowblade casts Shadow Veil.
Mr. Freeze is not dazed anymore.
Mr. Freeze is dazed!
Mr. Freeze has temporarily forgotten Arcane Vortex for 3 turns!
Voruminne the shadowblade is covered in a veil of shadows!
Voruminne the shadowblade hits Mr. Freeze for (143 to time), 0 darkness, (7 to time), 0 cold, (15 to time), 0 darkness (0 total damage).
Raze hits Mr. Freeze for (4 to time), 0 darkness, (4 to time), 0 darkness, (4 to time), 0 darkness (0 total damage).
Melee retaliation hits Voruminne the shadowblade for 3 fire damage.
You are unable to move!
Talent Teleport: Angolwen is ready to use.
Talent Glacial Vapour is ready to use.
Talent Freeze is ready to use.
Talent Shatter is ready to use.
Talent Dig is ready to use.
Talent Mirror Image is ready to use.
Voruminne the shadowblade performs a melee critical strike against Mr. Freeze!
Mr. Freeze is not dazed anymore.
Your time shield crumbles under the damage!
The fabric of time around Mr. Freeze stabilizes to normal.
The powerful time-altering energies generate a restoration field on Mr. Freeze.
































































