
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | 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. 
 
 
 
 
 
 
 
 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! 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:
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.7.2This 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Doombringer | 
| Level / Exp | 12 / 67% | 
| Size | big | 
| Lifes / Deaths | Killed by Betamina the king cobra at level 12 on the 3rd Summertide 122nd year of Ascendancy at 21:28/ 1 | 
Primary Stats
| Strength | 32 (base 29) | 
| Dexterity | 20 (base 10) | 
| Constitution | 12 (base 12) | 
| Magic | 36 (base 33) | 
| Willpower | 9 (base 10) | 
| Cunning | 13 (base 11) | 
Resources
| Life | -136/424 | 
| Stamina | 8/130 | 
| Vim | 2/152 | 
| Healing Factor | 1.2291526171257 | 
| Regeneration | 3.7489154822334 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 52 | 
| Accuracy | 42 | 
| Crit Chance | 9% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 31 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +3% | 
| Arcane | +3% | 
| Mind | +12% | 
| All | 0% | 
| Darkness | +12% | 
| Light | +10% | 
| Physical | +3% | 
| Fire | +15% | 
| Nature | +3% | 
Offense: Damage Penetration
| Acid | +10% | 
Defense: Base
| Armour (hardiness) | 32.317011280365 (72.903125182002%) | 
| Defense | 22 | 
| Ranged Defense | 22 | 
| Fatigue | 17 | 
| Physical Save | 15 | 
| Spell Save | 18 | 
| Mental Save | 16 | 
Defense: Resistances
| Light | + 36%( 70%) | 
| Cold | + 30%( 70%) | 
| Blight | + 9%( 70%) | 
| Mind | + 12%( 70%) | 
| Fire | + 5%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 22% | 
| Confusion Resistance | 65% | 
| Teleport Resistance | 30% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Cunning stat. | 
Class Talents
| Corruption / Torture | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Heart of Fire | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Shadowflame | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Fearfire | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Brutality | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Corruption / Oppression | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Demonic strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Ogre | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Hexes | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 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 Wind You 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 Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | 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 | 
| 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 | 
Equipment
| On feet |  Squalorpride (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Phys.crit +1.0% Mind.pwr +10 (+5 eff.) Dmg.mod +3% nature ----- def ----- Armour +1 Die.at -60.00 life Silence- +20% Confus- +21% Stun/Frz- +22% A pair of boots made of leather. | 
| Light source |  Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(48 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Haredig (0 def, 9 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% arcane Phasing +10% ----- def ----- Armour +9 Fatigue +5% Resists +5% fire +6% light +6% cold Die.at -40.00 life Max.HP +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Pyrewitch the ash totem of healing [power 176]  (10/15 cooldown) 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +12% cold Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Pyreenvy the copper ring 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% fire Res.pen +10% acid Acc +6 (+2 eff.) Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce armor by 27% Rings make your fingers look great! | 
| On fingers |  copper ring 'Tulezilasta' 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Dex ----- def ----- Spell.save +3 (+2 eff.) Mind.save +9 (+6 eff.) Confus- +21% Teleport- +10% Rings make your fingers look great! | 
| Around waist |  rough leather belt 'Bregutar' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +10 (+5 eff.) Resists +3% cold HP.reg +0.80 Heal.mod +11% ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. | 
| In main hand |  Bill's Tree Trunk (136% power, 7 apr) 5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
| Main armor |  iron mail armour 'Aruromihir' (7 def, 14 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Mind.crit +1% ----- def ----- Armour +14 Defense +7 (+4 eff.) Fatigue +12% ---------- misc Psi/ret +0.08 A suit of armour made of mail. | 
| Cloak |  Runyrevon (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +9% cold Max.HP +32.00 HP.reg +2.00 Teleport- +20% 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 'Nightmight' 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% blight +3% physical +12% darkness ----- def ----- Resists +12% mind +9% blight Die.at -20.00 life Confus- +23% Amulets make your neck look great! | 
Inventory
|  clarifying steel amulet of cunning (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% mind Confus- +23% Amulets make your neck look great! | 
|  Unerring Scalpel (111% power, 25 apr) 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  Kor's Fall (100% power, 0 apr, fire element) 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 104.20 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (208). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  Ivetha the Tempestscar (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Wil +2 Con dps ---------- Dmg.mod +10% cold Res.pen +20% lightning ----- def ----- Resists +3% lightning +15% cold +3% fire +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  iron helm 'Islunne' (0 def, 9 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +1% Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +9 Fatigue +5% Resists +2% physical +12% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Coral Spray (8 def, 8 armour, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  3 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. | 
|  130 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  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. | 
|  4 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. | 
|  2 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. | 
|  4 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
 Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
			Escaped the Searing Halls.
			Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
			Escaped the Searing Halls.By Skelly the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 15:08 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 Skelly the Ogre Doombringer level 10
4th Mirth 122nd year of Ascendancy at 13:09 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Skelly the Ogre Doombringer level 10
4th Mirth 122nd year of Ascendancy at 13:25 see stats
Log
You cannot go into the wilds with the following effects: Poison
You cannot go into the wilds with the following effects: Poison
You cannot go into the wilds with the following effects: Poison
Skelly activates Fearscape.
Skelly uses Infusion: Movement.
Skelly is moving at extreme speed!
Skelly casts Fearscape Shift.
Skelly slows down.
Skelly hits Bloated ooze for 49 fire damage.
Poison from Betamina the king cobra hits Skelly for 118 nature damage.
Skelly's demonfire area effect hits Bloated ooze for 12 fire damage.
Skelly receives 20 healing from Skelly's demonfire area effect.
Bloated ooze hits Skelly for 0 nature damage.
Burning from Skelly hits Bloated ooze for 1 fire damage.
Burning Shock from Skelly hits Bloated ooze for 10 fire damage.
Melee retaliation hits Bloated ooze for 1 cold damage.
Skelly casts Wraithform.
Skelly turns into a wraith.
Skelly's surge ends.
Poison from Betamina the king cobra hits Skelly for 99 nature damage.
Skelly's demonfire area effect hits Bloated ooze for 12 fire damage.
Skelly receives 20 healing from Skelly's demonfire area effect.
Burning from Skelly hits Bloated ooze for 1 fire damage.
Burning Shock from Skelly hits Bloated ooze for 10 fire damage.
Talent Rune: Shielding is ready to use.
Poison from Betamina the king cobra hits Skelly for 99 nature damage.
Skelly's demonfire area effect hits Bloated ooze for 12 fire damage.
Skelly the level 12 ogre doombringer was naturalised to death by Betamina the king cobra on level 1 of Norgos Lair.



























































