Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Doombringer |
Level / Exp | 25 / 4% |
Size | medium |
Lifes / Deaths | Killed by Zubiseba the king cobra at level 22 on the 18th Dearth 122nd year of Ascendancy at 06:38 / 2Killed by Bandit Leader Yvussra at level 25 on the 15th Loss 122nd year of Ascendancy at 18:58 |
Primary Stats
Strength | 62 (base 55) |
Dexterity | 15 (base 10) |
Constitution | 19 (base 12) |
Magic | 64 (base 49) |
Willpower | 20 (base 10) |
Cunning | 11 (base 11) |
Resources
Life | -489/624 |
Stamina | 217/217 |
Vim | 2/204 |
Healing Factor | 1.4091723257555 |
Regeneration | 8.807327035972 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9 |
See Stealth | 14.805239081272 |
See Invisible | 14.805239081272 |
Offense: Mainhand
Damage | 163 |
Accuracy | 41 |
Crit Chance | 18% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Nature | +8% |
Mind | +9% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 27.317011280365 (72.903125182002%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 20 |
Physical Save | 40 |
Spell Save | 27 |
Mental Save | 30 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 40%( 70%) |
All | + 4%( 70%) |
Darkness | + 39%( 70%) |
Light | + 14%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 10%( 70%) |
Fire | + 48%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Confusion Resistance | 60% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 3 turns and blocking 62 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed ice ant stinger. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Ebonyparry (0 def, 3 armour) Ebonyparry (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% nature Acc +10 (+3 eff.) ----- def ----- Armour +3 Resists +7% fire +9% darkness +8% cold Phys.save +12 (+4 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
Light source | Emelotta the alchemist's lamp Emelotta the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +10.00% S.pwr/crit +2 Dmg.mod +3% arcane Melee Ret 16 fire ----- def ----- Resists +5% arcane +8% fire ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Yvewen (0 def, 3 armour) Yvewen (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +20.00% Dmg.mod +12% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness Die.at -40.00 life ---------- misc Stam/turn +3.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | innervating dwarven-steel torque of psionic shield [power 83] (18/25 cooldown) innervating dwarven-steel torque of psionic shield [power 83] (18/25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 83 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con 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 11.38 cold and 11.87 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 36/60 This azure ring seems to be always moist to the touch. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | Ce'Natira the hardened leather belt Ce'Natira the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +6% temporal Spell.save +6 (+3 eff.) ---------- misc Max.hate +8.00 A belt that goes around your waist. |
In main hand | Infernowalker (153% power, 2 apr) Infernowalker (153% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Master Power 154% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 10 arcane resource burn On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) ----- def ----- Resists +3% nature +5% arcane Massive two-handed swords. |
On hands | alchemist's dwarven-steel gauntlets (0 def, 2 armour) alchemist's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Melee+ 5 acid 4 fire 5 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% 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 | Mayaldamina (3 def, 11 armour) Mayaldamina (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Armour +11 Defense +3 (+3 eff.) Fatigue +12% Resists +11% acid +19% fire +6% physical +5% cold Phys.save +14 (+5 eff.) ---------- misc Max.hate +2.00 Breathe water A suit of armour made of mail. |
Cloak | restorative cashmere cloak of fog (7 def, 0 armour) restorative cashmere cloak of fog (7 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +7 (+7 eff.) Resists +13% blight +12% fire +10% light +13% nature Stealth +7 HP.reg +3.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 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." |
Inventory
heroism infusion of the wizard (die at -497; dur 6; cd 33) heroism infusion of the wizard (die at -497; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -497 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1383 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet 'Huryfast' copper amulet 'Huryfast'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex +2 Con ----- def ----- Defense +5 (+5 eff.) ---------- misc Stam/turn +3.00 Light +1 Amulets make your neck look great! |
wanderer's steel amulet of cunning (+4) wanderer's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +8 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Flamemonster Flamemonster0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Mind.crit +2% Phys.pwr +7 (+2 eff.) Dmg.mod +12% acid +6% fire ----- def ----- Mind.save +15 (+7 eff.) ---------- misc Max.psi +20.00 Rings make your fingers look great! |
Hathymas the copper ring Hathymas the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +6 Defense +10 (+8 eff.) Fatigue -4% Poison- +10% ---------- misc Max.enc +21 Rings make your fingers look great! |
gold ring of misery gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 physical Ranged+ 13 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 15 On Hit (Ranged): * 13% chance to reduce all saves and defense by 15 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
sneakthief's steel ring of sensing sneakthief's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +5 See.Invis +10 Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Hurezilatar the steel battleaxe (124% power, 2 apr) Hurezilatar the steel battleaxe (124% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 124% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 physical On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +10 Con +9 Wil dps ---------- Crit.mult +5.00% Acc +9 (+3 eff.) ----- def ----- Defense +14 (+10 eff.) Max.HP +14.00 Disarm- +31% Massive two-handed battleaxes. |
balanced steel battleaxe of daylight (120% power, 2 apr) balanced steel battleaxe of daylight (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 121% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 light Against +16% Undead While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+8 eff.) Disarm- +34% Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Dex, 50% Mag, 20% Str Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
plaguebringer's dwarven-steel dagger (120% power, 7 apr) plaguebringer's dwarven-steel dagger (120% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 121% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: ----- def ----- Disease- +14% Sharp, short and deadly. |
quick steel dagger (102% power, 6 apr) quick steel dagger (102% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 102% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) Sharp, short and deadly. |
stralite dagger of rage (136% power, 9 apr) stralite dagger of rage (136% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 137% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +5% physical Acc +5 (+2 eff.) Sharp, short and deadly. |
warbringer's dwarven-steel dagger of rage (111% power, 7 apr) warbringer's dwarven-steel dagger of rage (111% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 111% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% physical Res.pen +7% physical Acc +5 (+2 eff.) ----- def ----- Disarm- +22% Sharp, short and deadly. |
Kindlehunt (148% power, 2 apr) Kindlehunt (148% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 148% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +6 Str +5 Dex dps ---------- Phys.spd +10% Dmg.mod +9% physical Res.pen +5% light Acc +41 (+14 eff.) ----- def ----- Defense +12 (+9 eff.) Resists +3% fire +1% physical +12% temporal Heal.mod +10% Disarm- +38% Massive two-handed mauls. |
acidic dwarven-steel greatmaul of erosion (153% power, 2 apr) acidic dwarven-steel greatmaul of erosion (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Nature Power 153% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 nature On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed mauls. |
balanced dwarven-steel greatsword of corruption (143% power, 2 apr) balanced dwarven-steel greatsword of corruption (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 144% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Death 3 While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +35% Massive two-handed swords. |
arcing dwarven-steel longsword of massacre (143% power, 4 apr) arcing dwarven-steel longsword of massacre (143% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 144% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Sharp, long, and deadly. |
blooming vined mindstar of clarity (85% power, 18 apr, nature damage) blooming vined mindstar of clarity (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +13% Heal/summ +16 ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amogorn the Lightfame Amogorn the Lightfame4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit.r1 +12 acid On Hit: 10% Shoot 1 While equipped: Stats +3 Str dps ---------- Phys.crit +10.0% Phys.pwr +7 (+2 eff.) Res.pen +10% acid Acc +9 (+3 eff.) On Hit (Ranged): * 10% chance to reduce armor by 33% ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
throat-seeking hardened leather sling of piercing throat-seeking hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +8% nature +7% all Acc +16 (+5 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
Betharimira the rough leather belt Betharimira the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Fatigue -4% Resists +9% mind +3% nature Mind.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Max.enc +21 A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (2 def, 0 armour) regal cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +2 (+2 eff.) Mind.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. |
Murkblight (0 def, 3 armour) Murkblight (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% fire Res.pen +25% nature +7% physical On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +3 Resists +3% temporal +9% fire +12% cold Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Polath (0 def, 5 armour) Polath (0 def, 5 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Cun +10 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +5 Die.at -40.00 life ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Runydar' (0 def, 2 armour) hardened leather gloves 'Runydar' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Melee+ 12 light Dmg.mod +5% light Res.pen +25% acid Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +7% light Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +57% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Wretchbreaker (0 def, 4 armour) Wretchbreaker (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Dex +4 Cun +3 Con dps ---------- Dmg.mod +6% nature +15% physical Res.pen +25% nature ----- def ----- Armour +4 Fatigue +4% ---------- misc Max.stam +20.00 Max.hate +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting cashmere wizard hat of arcana (2 def, 0 armour) augmenting cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +8% lightning +5% fire +6% arcane +3% cold ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
bladed iron helm of the depths (0 def, 3 armour) bladed iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Breathe water 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 416.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's hardened leather cap of the depths (0 def, 3 armour) champion's hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +1 Wil ----- def ----- Armour +3 Fatigue +3% Resists +11% cold Mind.save +8 (+4 eff.) ---------- misc Light +1 Breathe water A cap made of leather. |
hardened leather cap 'Woelord' (0 def, 3 armour) hardened leather cap 'Woelord' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +10 Dex +4 Wil dps ---------- Dmg.mod +3% acid +3% darkness ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +12% darkness Mind.save +7 (+3 eff.) 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 416.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour) dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +18% fire A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour) rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Max.HP +25.00 HP.reg +6.80 Heal.mod +14% ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+6 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
cleansing hardened leather armour of Eyal (9 def, 6 armour) cleansing hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +11% nature +12% blight Max.HP +38.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of leather. |
rejuvenating hardened leather armour of natural resilience (9 def, 6 armour) rejuvenating hardened leather armour of natural resilience (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Resists +11% nature +12% blight D.Red.from +5% Unnatural HP.reg +2.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
Ulolabar (0 def, 11 armour) Ulolabar (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +15% arcane ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning +5% arcane Max.HP +78.00 HP.reg +2.00 Heal.mod +15% A suit of armour made of metal plates. |
crackling iron shield (0 def, 2 armour, 20 block) crackling iron shield (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 3 lightning ----- def ----- Armour +2 Fatigue +8% Resists +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of yew arrows of daylight (16/16, 152% power, 10 apr) barbed quiver of yew arrows of daylight (16/16, 152% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 152% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 16 Ranged+ +8 light Against +17% Undead On Crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
onyx onyx0.0 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. |
aquamarine aquamarine0.0 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. |
opal opal0.0 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. |
Scaldbone the iron pickaxe (dig speed 38 turns) Scaldbone the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% fire ----- def ----- Fatigue -5% Resists +3% lightning +5% arcane +6% nature Spell.save +9 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Spidersever (dig speed 17 turns) Spidersever (dig speed 17 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +18% nature Res.pen +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +6% darkness +12% nature Affinity +15% darkness ---------- misc Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 Transmogrification Chest2.0 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. |
focusing elm totem of healing [power 116] (18/15 cooldown) focusing elm totem of healing [power 116] (18/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (18/15 cooldown) elm wand of clairvoyance [power 9] (18/15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns 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. |
5 citrine 5 citrine0.0 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. |
Achievements
By Death Incarnate the Drem Doombringer level 23
12nd Loss 122nd year of Ascendancy at 16:17 see stats
By Death Incarnate the Drem Doombringer level 17
10th Wealth 122nd year of Ascendancy at 12:05 see stats
By Death Incarnate the Drem Doombringer level 23
12nd Loss 122nd year of Ascendancy at 13:59 see stats
By Death Incarnate the Drem Doombringer level 10
7th Profit 122nd year of Ascendancy at 08:47 see stats
By Death Incarnate the Drem Doombringer level 20
28th Wealth 122nd year of Ascendancy at 13:59 see stats
By Death Incarnate the Drem Doombringer level 22
36th Dearth 122nd year of Ascendancy at 08:48 see stats
By Death Incarnate the Drem Doombringer level 18
17th Wealth 122nd year of Ascendancy at 02:43 see stats
By Death Incarnate the Drem Doombringer level 24
12nd Loss 122nd year of Ascendancy at 22:04 see stats
By Death Incarnate the Drem Doombringer level 9
27th Voratun 122nd year of Ascendancy at 13:31 see stats
By Death Incarnate the Drem Doombringer level 22
4th Loss 122nd year of Ascendancy at 15:59 see stats
By Death Incarnate the Drem Doombringer level 13
13rd Profit 122nd year of Ascendancy at 18:46 see stats
By Death Incarnate the Drem Doombringer level 22
16th Dearth 122nd year of Ascendancy at 23:07 see stats
By Death Incarnate the Drem Doombringer level 15
40th Profit 122nd year of Ascendancy at 00:58 see stats
By Death Incarnate the Drem Doombringer level 22
18th Dearth 122nd year of Ascendancy at 06:38 see stats
Log
Grappling hits Death Incarnate for 3 physical damage.
Grappled from Bandit Leader Yvussra hits Death Incarnate for (22 absorbed), 0 physical (0 total damage).
Bandit Leader Yvussra uses Wrath of the Highborn.
Bandit Leader Yvussra radiates power.
Bandit Leader Yvussra throws a finishing uppercut.
Bandit Leader Yvussra performs a melee critical strike against Death Incarnate!
Death Incarnate is stunned!
Melee retaliation hits Bandit Leader Yvussra for (11 flat reduction), 0 fire, (1 flat reduction), 0 mind (0 total damage).
Bandit Leader Yvussra hits Death Incarnate for 177 physical, 1 arcane (178 total damage).
Death Incarnate misses Bandit Leader Yvussra.
Bandit Leader Yvussra is not stunned anymore.
Rogue is not stunned anymore.
Black Blood Bleeding from Death Incarnate hits Bandit Leader Yvussra for (7 flat reduction), 0 darkness (0 total damage).
Burning from Death Incarnate hits Rogue for 7 fire damage.
Burning from Death Incarnate hits Bandit Leader Yvussra for (10 flat reduction), 0 fire (0 total damage).
Death Incarnate receives 2 healing from Devouring flames from Death Incarnate.
Death Incarnate receives 2 healing from Devouring flames from Death Incarnate.
Bandit is on fire!
Death Incarnate hits Bandit for 5 fire damage.
Grappled from Bandit Leader Yvussra hits Death Incarnate for 53 physical damage.
Bandit's is surrounded with an all-consuming flame!
Death Incarnate receives 2 healing from Devouring flames from Death Incarnate.
Burning from Death Incarnate hits Bandit for 2 fire damage.
Bandit Leader Yvussra throws two quick punches.
Bandit Leader Yvussra performs a melee critical strike against Death Incarnate!
Bandit Leader Yvussra performs a melee critical strike against Death Incarnate!
Melee retaliation hits Bandit Leader Yvussra for (5 flat reduction), 0 fire, (0 flat reduction), 0 mind, (5 flat reduction), 0 fire, (1 flat reduction), 0 mind (0 total damage).
Bandit Leader Yvussra hits Death Incarnate for 248 physical damage.
Death Incarnate the level 25 drem doombringer was mauled to death by Bandit Leader Yvussra on level 1 of bandit fortress.