









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Adventure |
Sex | Male |
Race | Skeleton |
Class | Doombringer |
Level / Exp | 31 / 9% |
Size | medium |
Lifes / Deaths | Killed by Aerevea the skeleton archer at level 11 on the 6th Dusk 122nd year of Ascendancy at 21:38 0 / 7Killed by Glorewe the skeleton warrior at level 12 on the 8th Dusk 122nd year of Ascendancy at 11:46 Killed by DOOMBRINGER at level 16 on the 51st Dusk 122nd year of Ascendancy at 06:21 Killed by Lisorin the elven warrior at level 27 on the 27th Haze 122nd year of Ascendancy at 14:43 Killed by The Master at level 31 on the 56th Haze 122nd year of Ascendancy at 08:58 Killed by skeleton magus at level 31 on the 56th Haze 122nd year of Ascendancy at 21:47 Killed by The Master at level 31 on the 57th Haze 122nd year of Ascendancy at 10:48 |
Primary Stats
Strength | 82 (base 53) |
Dexterity | 30 (base 10) |
Constitution | 29 (base 12) |
Magic | 74 (base 60) |
Willpower | 16 (base 10) |
Cunning | 37 (base 20) |
Resources
Life | -20/957 |
Mana | 310/310 |
Stamina | 136/220 |
Vim | 159/256 |
Healing Factor | 1.2524687383468 |
Regeneration | 3.9452765257924 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 29.271521086458 |
See Invisible | 59.271521086458 |
ESP Range | 20 |
ESP Kinds | horror |
Offense: Mainhand
Damage | 80 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +25% |
Temporal | +35% |
Blight | +14% |
Physical | +34% |
Nature | +8% |
All | +5% |
Offense: Damage Penetration
Lightning | +30% |
Physical | +35% |
Darkness | +35% |
Blight | +40% |
Arcane | +45% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 47 (38.594633868923%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 10.923805221685 |
Physical Save | 43 |
Spell Save | 44 |
Mental Save | 38 |
Defense: Resistances
Nature | + 13%( 70%) |
Lightning | + 10%( 70%) |
Light | + 23%( 45%) |
Darkness | + 29%( 70%) |
Blight | + 16%( 70%) |
Acid | + 10%( 70%) |
Fire | + 18%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 50% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 27% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 231 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 110 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
| 4/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
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 successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Saliwen the large white snake. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Aduwyn the large brown snake. Escort: worried loremaster (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 251. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * You've found the needed naga tongue. 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 vial of squid ink. * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+3 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- 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. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 121 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 20/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Damage +3% acid +9% blight Ignore resists +15% blight When Hit 6 acid 4 blight On-Hit (Melee): * 10% chance to reduce armor by 39% defense ------ Resistance +3% acid +9% blight Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil +7 Con offense ------ Physical Power +9 (+2 eff.) Spellpower +7 (+1 eff.) Mindpower +9 (+5 eff.) Damage +5% all defense ------ Physical save +8 (+3 eff.) Spell save +13 (+4 eff.) other ------- Max stamina +15.00 Infravision +1 See Invisibility +12 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Cun +2 Con offense ------ Damage +17% physical Ignore resists +10% darkness +10% physical defense ------ Resistance +12% fire Crit Resistance 10.00% other ------- See Invisibility +18 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +21 (+5 eff.) Damage +30% temporal Ignore resists +5% lightning +20% arcane When Hit 6 arcane defense ------ Armor +10 Defense +8 (+2 eff.) Resistance +3% lightning other ------- Vim-on-crit +2.00 Max vim +19.00 Wards +3 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ On-Hit 8 nature Damage +3% nature Ignore resists +15% mind defense ------ Armor +2 Defense +15 (+4 eff.) Fatigue +3% Resistance +6% nature Physical save +12 (+4 eff.) Spell save +4 (+1 eff.) Mind save +5 (+2 eff.) Unlife -20.00 life Life Regen +2.90 Disarm Resist +27% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.30 Psi/turn +0.20 Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 physical On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 3 On Hit: 10% Juggernaut level 1 On Hit: 10% Second Wind level 1 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +5 Dex +3 Wil +6 Cun offense ------ Physical Crit +4.0% Critical power +18.00% Physical Power +8 (+2 eff.) Damage +3% acid defense ------ Armor +14 Defense +25 (+7 eff.) Fatigue +8% Physical save +6 (+2 eff.) Mind save +24 (+9 eff.) other ------- EQ when Hit +0.04 Hate-on-crit +3.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +12% physical Accuracy +15 (+5 eff.) defense ------ Defense +27 (+7 eff.) Resistance +12% darkness Physical save +7 (+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 | ![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 57 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 105 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Dex +6 Wil offense ------ Physical Power +5 (+1 eff.) Damage +9% physical Ignore Armor +2 defense ------ Armor +6 Defense +27 (+7 eff.) Resistance +3% nature +11% physical Max Resistance +6% all Physical save +22 (+8 eff.) Spell save +3 (+1 eff.) other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Ignore resists +5% physical defense ------ Resistance +23% cold +23% fire +16% temporal Pinning Resist +20% Knockbk Resist +20% other ------- Stamina/turn +2.00 Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Dex offense ------ On-Hit 11 physical On-Ranged-Hit 5 physical Damage +12% fire +3% light +3% temporal Accuracy +7 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +6% light +24% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 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? |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 cold On-Hit, radius 1 +12 mind +14 fire While equipped: Stats +1 Cun +3 Con offense ------ Physical Power +9 (+2 eff.) Mindpower +5 (+3 eff.) Ignore resists +10% acid +9% physical defense ------ Disarm Resist +18% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +12 arcane On-crit, radius 2 +20 light While equipped: Stats +16 Con +14 Wil offense ------ Ignore resists +10% light Accuracy +13 (+4 eff.) defense ------ Defense +14 (+4 eff.) Resistance +5% arcane +6% light Life +37.00 Disarm Resist +48% Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +24 blight +17 darkness Damage Against +7% Living On-Hit, radius 1 +8 temporal On Hit: * 35% chance to reduce strength, dexterity, and constitution by 29 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% When Hit 2 temporal On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to gain 10% of a turn (3/turn limit) Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +10 blight +16 temporal +12 mind On Hit: 20% Epidemic level 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 29 On Critical: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +12 (+3 eff.) Damage +12% mind +6% cold defense ------ Resistance +3% cold +16% temporal Disease Resist +31% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 12.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +6 Wil offense ------ Against +24% Summoned On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% mind +6% light +5% arcane Resist Against +26% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +3 Con defense ------ Defense +32 (+8 eff.) Unlife -80.00 life Blind Resist +20% Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +10 Mag offense ------ Spellpower +11 (+2 eff.) Spellpower/crit +4 Damage +12% light defense ------ Armor +8 Defense +10 (+3 eff.) Resistance +21% darkness +6% temporal +9% light +13% all Physical save +25 (+9 eff.) Life +48.00 Blind Resist +10% Silence Resist +21% other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 35.02 to 43.77 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag offense ------ Mind Crit +3% Mindpower +9 (+5 eff.) Damage +14% light +19% physical +10% darkness +17% mind Ignore resists +9% darkness +14% physical defense ------ Armor +7 Defense +29 (+8 eff.) Resistance +7% darkness +11% light +3% cold +17% mind +13% all Crit Resistance 15.00% Spell save +3 (+1 eff.) Life +37.00 Disarm Resist +20% other ------- Max hate +10.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Lck +5 Dex offense ------ On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +3 Defense +8 (+2 eff.) Resistance +8% lightning +10% temporal +3% light +9% acid Stealth +8 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +18 Defense +20 (+5 eff.) Fatigue +6% Resistance +17% blight +6% mind +12% darkness +25% lightning Crit Resistance 5.00% Physical save +8 (+3 eff.) Stun Resist +10% other ------- Light +1 A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) defense ------ Armor +4 Resistance +5% fire +6% darkness +2% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 147.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 147.71 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 0.0 Encumbrance rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +2 Cun +6 Con offense ------ Physical Crit +3.0% Ignore Armor +6 defense ------ Crit Resistance 15.00% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 368 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 57 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 141 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +15 (+8 eff.) defense ------ Resistance +5% arcane +12% fire Physical save +3 (+1 eff.) Mind save +12 (+5 eff.) Disease Resist +20% other ------- Psi when Hit +0.04 Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Mindpower +10 (+5 eff.) Ignore resists +20% acid When Hit 4 acid 10 fire defense ------ Resistance +3% fire other ------- Psi when Hit +0.08 Max hate +4.00 Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% mind +6% temporal Ignore resists +20% mind defense ------ Resistance +3% temporal Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DOOMBRINGER the Skeleton Doombringer level 27
40th Haze 122nd year of Ascendancy at 22:51 see stats
By DOOMBRINGER the Skeleton Doombringer level 21
68th Dusk 122nd year of Ascendancy at 05:06 see stats
By DOOMBRINGER the Skeleton Doombringer level 27
26th Haze 122nd year of Ascendancy at 15:36 see stats
By DOOMBRINGER the Skeleton Doombringer level 10
3rd Flare 122nd year of Ascendancy at 10:41 see stats
By DOOMBRINGER the Skeleton Doombringer level 20
65th Dusk 122nd year of Ascendancy at 16:10 see stats
By DOOMBRINGER the Skeleton Doombringer level 30
51st Haze 122nd year of Ascendancy at 06:40 see stats
By DOOMBRINGER the Skeleton Doombringer level 27
27th Haze 122nd year of Ascendancy at 13:28 see stats
By DOOMBRINGER the Skeleton Doombringer level 31
56th Haze 122nd year of Ascendancy at 08:57 see stats
By DOOMBRINGER the Skeleton Doombringer level 11
5th Dusk 122nd year of Ascendancy at 06:32 see stats
By DOOMBRINGER the Skeleton Doombringer level 13
10th Dusk 122nd year of Ascendancy at 14:48 see stats
By DOOMBRINGER the Skeleton Doombringer level 21
68th Dusk 122nd year of Ascendancy at 21:50 see stats
By DOOMBRINGER the Skeleton Doombringer level 21
69th Dusk 122nd year of Ascendancy at 18:40 see stats
By DOOMBRINGER the Skeleton Doombringer level 15
25th Dusk 122nd year of Ascendancy at 07:29 see stats
Log
Phantasmal Shield hits The Master for 51 light damage.
Phantasmal Shield hits DOOMBRINGER for (24 abyssal shield), 18 light (18 total damage).
DOOMBRINGER hits Ghoul for 27 light damage.
DOOMBRINGER hits The Master for 127 physical, 15 nature, 32 light, 14 fire (188 total damage).
DOOMBRINGER hits Elder vampire for 34 light damage.
The Master casts Black Ice.
The Master hits DOOMBRINGER for (32 abyssal shield), 134 cold (134 total damage).
Ghoul uses Ghoulish Leap.
Burning from DOOMBRINGER hits Elder vampire for 40 fire damage.
DOOMBRINGER receives 2 healing from Devouring flames from DOOMBRINGER.
Burning Shock from DOOMBRINGER hits Elder vampire for 24 fire damage.
DOOMBRINGER receives 2 healing from Devouring flames from DOOMBRINGER.
Burning from DOOMBRINGER hits Ghoul for 37 fire damage.
The Master casts Rigor Mortis.
The Master's spell attains critical power!
DOOMBRINGER is recovering from the damage!
DOOMBRINGER feels death coming!
The Master hits DOOMBRINGER for (32 abyssal shield), 238 cold, (31 abyssal shield), 210 darkness (448 total damage).
Share the Pain hits The Master for 78 physical, 15 nature, 32 light (124 total damage).
Share the Pain hits Elder vampire for (34 ignored), 0 light (0 total damage).
DOOMBRINGER hits The Master for 14 fire, 57 fire (71 total damage).
DOOMBRINGER hits Elder vampire for 60 fire damage.
Burning Shock from DOOMBRINGER hits Ghoulking for 22 fire damage.
DOOMBRINGER receives 2 healing from Devouring flames from DOOMBRINGER.
DOOMBRINGER receives 2 healing from Devouring flames from DOOMBRINGER.
Burning from DOOMBRINGER hits Ghoulking for 5 fire damage.
The Master hits DOOMBRINGER for (31 abyssal shield), 94 darkness (94 total damage).
Burning from DOOMBRINGER hits The Master for 44 fire damage.
DOOMBRINGER receives 2 healing from Devouring flames from DOOMBRINGER.
DOOMBRINGER the level 31 skeleton doombringer was shadowed to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.