










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 11 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Poloth the stone troll at level 10 on the 3rd Mirth 122nd year of Ascendancy at 12:27 1 / 4Killed by Silugawe the rattlesnake at level 10 on the 6th Mirth 122nd year of Ascendancy at 14:29 Killed by dozing Sawtree at level 11 on the 8th Mirth 122nd year of Ascendancy at 16:34 Killed by Boot at level 11 on the 8th Mirth 122nd year of Ascendancy at 16:39 |
Primary Stats
| Strength | 36 (base 30) |
| Dexterity | 11 (base 10) |
| Constitution | 29 (base 23) |
| Magic | 23 (base 18) |
| Willpower | 11 (base 10) |
| Cunning | 13 (base 11) |
Resources
| Life | 380/380 |
| Stamina | 144/144 |
| Vim | 148/148 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 4.8979921379738 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 25 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +9% |
| Darkness | +11% |
| Lightning | +10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +5% |
| Darkness | +5% |
| Fire | +25% |
| Physical | +5% |
| Cold | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 25.08934837382 (81.151787968034%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 25 |
| Physical Save | 30 |
| Spell Save | 16 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 6%( 70%) |
| Darkness | + 31%( 70%) |
| Cold | + 9%( 70%) |
| Lightning | + 26%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 97 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. |
Class Talents
| Corruption / Torture | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 |
Equipment
| On feet | Emywen (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Fatigue: -3% Critical mult.: +10.00% Maximum encumbrance: +22 Physical save: +5 (+3 eff.) Teleport immunity: +20% Life regen: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | RainrebelCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +20% fire / +5% cold Critical mult.: +5.00% Stamina each turn: +1.00 Light radius: +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 | Blindscar (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Dex Changes resistances: +6% fire / +9% darkness / +6% cold Changes resistances penetration: +5% physical / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Shimmersorrow [power 23] (18/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 14 Changes resistances: +3% acid / +6% lightning Changes resistances penetration: +5% acid Changes damage: +9% mind It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Changes resistances: +22% darkness Changes resistances penetration: +10% cold Changes damage: +11% darkness Reduces incoming crit damage: 10.00% Mental save: +5 (+3 eff.) Confusion immunity: +20% Light radius: +1 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | titan's copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Phlegmtickler the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Damage when hit (Melee): 2 mind Changes resistances penetration: +5% nature Changes damage: +3% acid Physical save: +5 (+3 eff.) Equilibrium when hit: +0.04 Mindpower: +8 (+4 eff.) A belt that goes around your waist. |
| In main hand | steel battleaxe 'Splendourmaim' (33-50 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature / +12 light Damage (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +9 (+7 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Disarm immunity: +31% Massive two-handed battleaxes. |
| On hands | restful iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | iron plate armour 'Eilinara' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +2 Str Critical mult.: +10.00% Physical save: +3 (+2 eff.) Confusion immunity: +10% Maximum life: +20.00 A suit of armour made of metal plates. |
| Cloak | Halidunarotir the Lightwinter (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances penetration: +5% light / +5% darkness Changes damage: +3% light Spell save: +5 (+4 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Dawnstreak'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Con Changes resistances: +6% light Changes damage: +6% light Reduces incoming crit damage: 5.00% Amulets make your neck look great! |
Inventory
teleportation rune of the duelist (range 31; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Its effects scale with your Dexterity 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. |
Tirakai's Maul (32-42 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +12 blinding light When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +2 Cun / +2 Mag Changes damage: +4% light / +2% all Spell crit. chance: +1% Mental crit. chance: +1% Ametrine: Light It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Yvuseba the Shimmerwrither (1 def, 8 armour) =cold=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+1 eff.) Changes resistances: +12% cold Changes resistances penetration: +5% lightning Changes damage: +3% lightning Spell save: +9 (+6 eff.) Disarm immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintshear the linen wizard hat (1 def, 0 armour) =acid=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +16% acid Changes damage: +11% acid / +6% light Reduces incoming crit damage: 15.00% Infravision radius: +2 A pointy cloth hat, very wizardly... |
iron helm 'Shiverbore' (10 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+8 eff.) Fatigue: +5% Changes stats: +3 Dex Changes resistances: +5% arcane / +15% acid Changes resistances penetration: +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour 'Thunderbreacher' (2 def, 4 armour) =cold=Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +3% lightning / +19% cold / +6% temporal / +3% blight Spell save: +6 (+5 eff.) A suit of armour made of mail. |
iron mail armour 'Unlightsun' (2 def, 4 armour) =lit=Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage when hit (Melee): 4 light Changes resistances: +16% lightning Changes resistances penetration: +5% darkness Changes damage: +9% light A suit of armour made of mail. |
134 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial =light=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Maximum life: +41.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Boot the Cornac Doombringer level 6
76th Pyre 122nd year of Ascendancy at 15:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Boot the Cornac Doombringer level 10
2nd Mirth 122nd year of Ascendancy at 12:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Boot the Cornac Doombringer level 9
1st Mirth 122nd year of Ascendancy at 18:19 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Boot the Cornac Doombringer level 11
8th Mirth 122nd year of Ascendancy at 16:39 see stats
Log
Dozing Sawtree is protected by a layer of thick leaves.
Thought-forged bowman uses Crippling Shot.
Slumbering giant venus flytrap uses Spit Poison.
Boot is poisoned!
Slumbering giant venus flytrap hits Boot for (23 flat reduction), 0 nature (0 total damage).
Boot is not stunned anymore.
Boot stops burning.
Poison from Slumbering giant venus flytrap hits Boot for (23 flat reduction), 0 nature (0 total damage).
Boot shrugs off the effect 'Slow'!
Thought-forged bowman's Crippling Shot hits Boot for (23 flat reduction), 1 physical, (10 flat reduction), 0 nature, (12 flat reduction), 0 lightning (1 total damage).
Dozing Sawtree casts Frost Grab.
Boot resists the effect 'Slow movement'!
Dozing Sawtree hits Boot for (10 flat reduction), 0 cold (0 total damage).
Boot starts to bleed.
Thought-forged bowman shoots!
Poison from Slumbering giant venus flytrap hits Boot for (23 flat reduction), 0 nature (0 total damage).
Bleeding from Dozing Sawtree hits Boot for (23 flat reduction), 2 physical (2 total damage).
Thought-forged bowman's Shoot hits Boot for 20 physical, 10 nature, 12 lightning (42 total damage).
Dozing Sawtree uses Mind Sear.
Dozing Sawtree hits Boot for 130 mind damage.
Boot the level 11 cornac doombringer was mentally tortured to death by dozing Sawtree on level 2 of Heart of the Gloom.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Dozing Sawtree killed Boot!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!






































































