









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 14 / 60% |
Size | big |
Lifes / Deaths | Killed by Isunn the dredgling at level 14 on the 45th Dusk 122nd year of Ascendancy at 16:30 / 1 |
Primary Stats
Strength | 50 (base 38) |
Dexterity | 18 (base 10) |
Constitution | 21 (base 17) |
Magic | 33 (base 24) |
Willpower | 18 (base 10) |
Cunning | 31 (base 12) |
Resources
Life | -130/474 |
Stamina | 71/129 |
Vim | 74/154 |
Healing Factor | 0.40638743455495 |
Regeneration | 0.10159685863874 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 64 |
Accuracy | 35 |
Crit Chance | 27% |
APR | 3 |
Speed | 1.11 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Defense: Base
Armour (hardiness) | 66.927916782153 (100%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 9 |
Physical Save | 24 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Acid | + 5%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Abyssal Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 6 defense and 6 armour. Wraithform |
detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 47.72 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
beneficial effect | The target's skin reacts to damage, granting 15 armour and 30% armour hardiness. Thorny Skin |
beneficial effect | The target is recovering 21 life each turn. Recovery |
beneficial effect | This unit will not die until it has less than -80 HP. Surge of Power |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | 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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | ![]() 3.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.2 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +2 See.Stealth +5 See.Invis +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 | ![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +4 Dex dps ---------- Melee Ret 7 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 61.2 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Ego] Arcane/Psionic Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 blight +16 mind On Hit: * 12% chance to disease * 14% chance to cause random gloom While equipped: Stats +5 Cun +5 Wil Massive two-handed battleaxes. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +10 Defense +3 (+3 eff.) Fatigue +16% Resists +5% acid +10% cold Mind.save +11 (+5 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +5 Mag +2 Cun +1 Con dps ---------- Phys.pwr +4 (+1 eff.) Apr +1 ----- def ----- Defense +1 (+1 eff.) Fatigue -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 39 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.58 cold damage and 4.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- S.pwr/crit +10 Acc +5 (+3 eff.) Melee Ret 8 blight ----- def ----- Defense +7 (+7 eff.) Disarm- +25% ---------- misc Mana/s.crit +4.00 Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Psionic Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 darkness Against +5% Living Sharp, short and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 arrow ammo [Rare] Nature Power 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +36 blight +18 cold On Hit.r1 +8 mind On Crit.r2 +12 mind +9 cold Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +16% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 17.0 T2 massive armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +15% lightning A suit of armour made of metal plates. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Crit.mult +3.00% ----- def ----- Armour +4 Phys.save +6 (+3 eff.) Die.at -40.00 life Max.HP +20.00 ---------- misc Max.stam +42.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun +1 Mag dps ---------- Mind.crit +2% ----- def ----- Fatigue -2% Mind.save +30 (+14 eff.) ---------- misc Talents +2 Telekinetic Blast +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 89 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Disarm traps (36 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 53 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By DoomieDoomDoom the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 10:22 see stats
By DoomieDoomDoom the Ogre Doombringer level 10
9th Mirth 122nd year of Ascendancy at 14:01 see stats
Log
Skeleton warrior is on fire!
DoomieDoomDoom receives 8 healing.
DoomieDoomDoom hits Skeleton warrior for 4 fire damage.
Impending Doom from Isunn the dredgling hits DoomieDoomDoom for 38 arcane damage.
Skeleton warrior's is surrounded with an all-consuming flame!
--------------------------------
DoomieDoomDoom activates his quick elm totem of thorny skin!
DoomieDoomDoom's skin looks a bit thorny.
Bone giant hits DoomieDoomDoom for 8 blight damage.
DoomieDoomDoom hits Bone giant for 3 blight, 2 physical, 4 fire (10 total damage).
Burning from DoomieDoomDoom hits Skeleton warrior for 1 fire damage.
Burning from DoomieDoomDoom hits Bone giant for 1 fire damage.
DoomieDoomDoom hits Skeleton warrior for 4 blight, 2 physical, 4 fire (12 total damage).
DoomieDoomDoom hits Skeleton warrior for 4 blight, 2 physical, 4 fire (12 total damage).
Burning from DoomieDoomDoom hits Skeleton warrior for 1 fire damage.
Skeleton warrior hits DoomieDoomDoom for 6 nature, 4 temporal (11 total damage).
Isunn the dredgling stops burning.
Isunn the dredgling is not disabled anymore.
Isunn the dredgling misses DoomieDoomDoom.
DoomieDoomDoom receives 8 healing.
Impending Doom from Isunn the dredgling hits DoomieDoomDoom for 38 arcane damage.
--------------------------------
Burning from DoomieDoomDoom hits Skeleton warrior for 1 fire damage.
Burning from DoomieDoomDoom hits Bone giant for 1 fire damage.
Burning from DoomieDoomDoom hits Skeleton warrior for 1 fire damage.
Isunn the dredgling's is no longer blazing.
Isunn the dredgling casts Invoke Darkness.
Saving game...