Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 11 / 60% |
Size | medium |
Lifes / Deaths | Killed by cold drake at level 11 on the 13rd Dusk 122nd year of Ascendancy at 09:28 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 20) |
Magic | 49 (base 36) |
Willpower | 23 (base 15) |
Cunning | 15 (base 11) |
Resources
Life | -387/167 |
Mana | 176/247 |
Soul | 13/16 |
Healing Factor | 1.1370588855781 |
Regeneration | 0.28426472139453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 3 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 17 |
Accuracy | 7 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Nature | +5% |
Arcane | +16% |
Darkness | +10% |
All | 0% |
Offense: Damage Penetration
Temporal | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 23 |
Mental Save | 20 |
Defense: Resistances
Physical | + 22%( 70%) |
Darkness | + 22%( 70%) |
Light | + 25%( 70%) |
Temporal | + 22%( 70%) |
Nature | + 30%( 70%) |
Arcane | + 28%( 70%) |
Fire | + 27%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 47% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 35 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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. | 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 Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | pair of rough leather boots 'Torolathadar' (0 def, 1 armour) pair of rough leather boots 'Torolathadar' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Dmg.mod +6% arcane Res.pen +5% temporal ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
On head | stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Around waist | Ulikhad the Windtrencher Ulikhad the Windtrencher1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +3% temporal Max.HP +31.00 Blind- +10% Stun/Frz- +20% A belt that goes around your waist. |
Main armor | linen robe 'Balareruidin' (0 def, 0 armour) linen robe 'Balareruidin' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% arcane Melee Ret 4 arcane ----- def ----- Resists +5% arcane +7% all ---------- misc Max.mana +12.00 Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | Eloriarin the elm bonestaff (10-12 power, 2 apr, darkness element) Eloriarin the elm bonestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +3% darkness +2% physical ---------- misc Max.psi +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | Xewe Xewe2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +2 Resists +6% light +3% nature Mind.save +6 (+3 eff.) Die.at -80.00 life Heal.mod +5% ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | Stormviper the linen cloak (1 def, 0 armour) Stormviper the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 2 acid 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of magic (+2) copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
Inventory
shatter afflictions rune of the psychic (absorb 44; cd 17) shatter afflictions rune of the psychic (absorb 44; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 44 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. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
thought-forged iron greatmaul of daylight (19-29 power, 1 apr) thought-forged iron greatmaul of daylight (19-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Psionic Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 light +10 mind Against +9% Undead On Hit: * 16% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +3 Wil Massive two-handed mauls. |
Turobers the iron greatsword (17-27 power, 1 apr) Turobers the iron greatsword (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature While equipped: ----- def ----- Resists +5% arcane +2% physical Blind- +10% Teleport- +20% Massive two-handed swords. |
iron greatsword (16-25 power, 1 apr) iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
flaming iron longsword (13-18 power, 2 apr) flaming iron longsword (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
elm magestaff (10-12 power, 2 apr, cold element) elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of transcendence rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Daimyrerogorn the Sparkblack (1 def, 0 armour) Daimyrerogorn the Sparkblack (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning Melee Ret 6 acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +5% arcane +3% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightbile the pair of iron boots (0 def, 5 armour) Brightbile the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +5 Fatigue +2% Resists +3% blight +12% fire +5% arcane +3% nature Spell.save +3 (+1 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fularoddatar the pair of iron boots (0 def, 3 armour) Fularoddatar the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +3 Con dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% acid Crit.chn- 5.00% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lorezilantir the pair of rough leather boots (0 def, 1 armour) Lorezilantir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +5% arcane Crit.chn- 15.00% ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 See.Invis +6 A pair of boots made of leather. |
rough leather cap 'Dazzlebile' (5 def, 7 armour) rough leather cap 'Dazzlebile' (5 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light ----- def ----- Armour +7 Defense +5 (+5 eff.) Fatigue +1% Resists +5% cold +7% fire +3% physical A cap made of leather. |
wrathful iron shield of shrapnel (0 def, 2 armour, 19 block) wrathful iron shield of shrapnel (0 def, 2 armour, 19 block)7.0 T1 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 93 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 16 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +6% light +5% fire ---------- misc Talents +1 Block Handheld deflection devices. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
47 alchemist agate 47 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tokenbe the Higher Necromancer level 10
3rd Flare 122nd year of Ascendancy at 09:20 see stats
By Tokenbe the Higher Necromancer level 5
5th Mirth 122nd year of Ascendancy at 01:14 see stats
By Tokenbe the Higher Necromancer level 9
2nd Summertide 122nd year of Ascendancy at 01:44 see stats
Log
Erupting Shadows hits Cold drake for 25 darkness damage.
Bane of Confusion from Tokenbe hits Cold drake for 21 darkness damage.
Bane of Confusion from Tokenbe hits Ice wyrm for 21 darkness damage.
Tokenbe casts Rune: Shatter Afflictions.
Tokenbe is free from the ice.
A shield forms around Tokenbe.
Tokenbe casts Ghost Walk - Return.
Tokenbe seems more solid.
Ice wyrm uses Ice Claw.
Your shield crumbles under the damage!
The shield around Tokenbe crumbles.
Cold drake is confused and fails to use Attack.
Cold drake seems more focused.
Cold drake uses Ice Claw.
Ice wyrm hits Cold drake for 0 cold damage.
Ice wyrm hits Tokenbe for (35 absorbed), 66 cold (66 total damage).
Dire Plague from Tokenbe hits Ice wyrm for 41 darkness damage.
Dire Plague from Tokenbe hits Cold drake for 41 darkness damage.
Erupting Shadows hits Ice wyrm for 25 darkness damage.
Erupting Shadows hits Cold drake for 25 darkness damage.
Bane of Confusion from Tokenbe hits Cold drake for 21 darkness damage.
Melee retaliation hits Ice wyrm for 1 acid, 1 mind, 4 arcane, 4 lightning (11 total damage).
Melee retaliation hits Cold drake for 2 acid, 1 mind, 4 arcane, 4 lightning (12 total damage).
Bane of Confusion from Tokenbe hits Ice wyrm for 21 darkness damage.
Cold drake hits Cold drake for 0 cold damage.
Cold drake hits Tokenbe for 59 cold damage.
Melee retaliation hits Ice wyrm for 0 cold damage.
Melee retaliation hits Cold drake for 0 cold damage.
Tokenbe the level 11 higher necromancer was frozen and shattered into a million little shards to death by a cold drake on level 1 of Rhaloren Camp.