








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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. 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Necromancer |
Level / Exp | 38 / 52% |
Size | medium |
Lifes / Deaths | Killed by Emelamina the cutpurse at level 21 on the 75th Dusk 122nd year of Ascendancy at 01:53 / 2Killed by Tortured Mass Voroleriarin at level 38 on the 75th Haze 123rd year of Ascendancy at 11:52 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 70 (base 56) |
Magic | 73 (base 60) |
Willpower | 43 (base 43) |
Cunning | 23 (base 11) |
Resources
Life | -770/610 |
Mana | 224/524 |
Soul | 16/18 |
Vim | 198/248 |
Healing Factor | 1.617279256512 |
Regeneration | 14.959833122736 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 36 |
Accuracy | 24 |
Crit Chance | 9% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Blight | +27% |
Arcane | +25% |
Cold | +6% |
All | 0% |
Light | +20% |
Temporal | +30% |
Physical | +31% |
Fire | +13% |
Nature | +18% |
Offense: Damage Penetration
Mind | +25% |
Defense: Base
Armour (hardiness) | 31 (38%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 1 |
Physical Save | 52 |
Spell Save | 41 |
Mental Save | 40 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 61%( 70%) |
All | + 35%( 70%) |
Physical | + 52%( 70%) |
Lightning | + 51%( 70%) |
Light | + 69%( 70%) |
Temporal | + 44%( 70%) |
Mind | + 61%( 70%) |
Darkness | + 59%( 70%) |
Fire | + 59%( 70%) |
Nature | + 67%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 38% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 465 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 159 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1652% for 10 turns (479 total) and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 light, 4 blight, 3 fire, 3 mind, 4 darkness |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by storm drake. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the injured seer from death by skeleton assassin. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by greater shivgoroth. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Constitution 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. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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. 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 401. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 207 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 10/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical +13% fire ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +19% fire +6% nature +9% blight HP.reg +2.00 Heal.mod +10% ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 92 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 16/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature +6% cold Melee Ret 4 lightning 10 cold 6 nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% lightning +6% cold +36% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +7% nature +19% blight Poison- +12% Disease- +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Armour +16 Resists +7% fire +15% mind +34% cold Max.HP +40.00 HP.reg +4.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% temporal ----- def ----- Resists +15% temporal ---------- misc Talents +1 Command Staff On Spell Hit: 10% Flame 6 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +9 Con dps ---------- Acc +9 (+4 eff.) ----- def ----- Armour +15 Hardiness +8% Resists +12% darkness +8% physical ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +19% physical ----- def ----- Resists +14% darkness +19% physical +16% mind +13% all Phys.save +12 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +26 (+10 eff.) Resists +11% light +12% fire Stealth +6 Die.at -80.00 life ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% blight Res.pen +25% mind ----- def ----- Resists +19% lightning +9% blight +9% mind +21% acid Stun/Frz- +38% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 418.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 296 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +11 (+6 eff.) Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +12% lightning +1% physical +12% fire HP.reg +4.00 Heal.mod +5% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Cun +6 Dex dps ---------- Acc +9 (+4 eff.) ----- def ----- Max.HP +50.00 HP.reg +10.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +6 Wil +6 Cun dps ---------- Mind.pwr +11 (+6 eff.) Dmg.mod +18% acid Res.pen +15% nature Melee Ret 8 nature ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +36% acid +3% mind Die.at -60.00 life Rings make your fingers look great! |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +16 (+4 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +27 (+6 eff.) Dmg.mod +30% physical ---------- misc Max.mana +68.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Master Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed battleaxes. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 32 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+5 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-15 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +14 cold Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 45.0 - 63.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +15% Undead While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +11 (+5 eff.) Blunt and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 temporal While equipped: Stats +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +9% physical ----- def ----- Resists +13% temporal Disarm- +19% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +29 nature While equipped: Stats +5 Str dps ---------- Dmg.mod +9% blight +6% cold +11% physical Acc +14 (+7 eff.) ----- def ----- Resists +6% blight +9% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +6 Str dps ---------- Dmg.mod +5% physical Acc +14 (+7 eff.) Sharp, short and deadly. |
![]() 4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +13 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +14% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +14 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +15% temporal +21% physical Res.pen +9% temporal +9% physical ----- def ----- Resists +13% all Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +19% lightning On Melee Ret: * 6% chance to slow global speed by 46% * 9 arcane resource burn ----- def ----- Resists +28% lightning +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +8.0% Mind.crit +4% Crit.mult +15.00% S.pwr/crit +10 Res.pen +10% arcane Apr +16 ----- def ----- Armour +7 Defense +22 (+9 eff.) Fatigue +8% Blind- +20% ---------- misc Stam/turn +1.30 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 81 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% blight Melee Ret 6 blight 2 cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +8% physical +19% darkness +20% blight +9% cold +7% mind Phys.save +12 (+4 eff.) Mind.save +18 (+6 eff.) ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 14 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 197.09 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 14 acid 17 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +5% Resists +18% acid +14% fire Phys.save +9 (+3 eff.) A suit of armour made of mail. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +7 Lck ----- def ----- Resists +10% fire +11% cold Stealth +9 ---------- misc T.Disarm +12 Infravis +3 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 58/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% lightning +9% arcane Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 580.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 8/25 This rod carved out of a giant spider fang continuously drips venom. |
Achievements
By Ce'Nevena the Skeleton Necromancer level 34
22nd Dusk 123rd year of Ascendancy at 09:53 see stats
By Ce'Nevena the Skeleton Necromancer level 33
20th Dusk 123rd year of Ascendancy at 14:31 see stats
By Ce'Nevena the Skeleton Necromancer level 27
2nd Wintertide 123rd year of Ascendancy at 01:59 see stats
By Ce'Nevena the Skeleton Necromancer level 38
47th Haze 123rd year of Ascendancy at 22:41 see stats
By Ce'Nevena the Skeleton Necromancer level 36
42nd Dusk 123rd year of Ascendancy at 08:36 see stats
By Ce'Nevena the Skeleton Necromancer level 16
7th Flare 122nd year of Ascendancy at 12:25 see stats
By Ce'Nevena the Skeleton Necromancer level 35
37th Dusk 123rd year of Ascendancy at 13:54 see stats
By Ce'Nevena the Skeleton Necromancer level 32
18th Dusk 123rd year of Ascendancy at 16:47 see stats
By Ce'Nevena the Skeleton Necromancer level 21
76th Dusk 122nd year of Ascendancy at 22:22 see stats
By Ce'Nevena the Skeleton Necromancer level 18
2nd Dusk 122nd year of Ascendancy at 12:09 see stats
By Ce'Nevena the Skeleton Necromancer level 25
7th Haze 122nd year of Ascendancy at 05:16 see stats
By Ce'Nevena the Skeleton Necromancer level 26
74th Haze 122nd year of Ascendancy at 22:25 see stats
By Ce'Nevena the Skeleton Necromancer level 10
9th Mirth 122nd year of Ascendancy at 15:35 see stats
By Ce'Nevena the Skeleton Necromancer level 20
72nd Dusk 122nd year of Ascendancy at 16:27 see stats
By Ce'Nevena the Skeleton Necromancer level 30
1st Dusk 123rd year of Ascendancy at 05:05 see stats
By Ce'Nevena the Skeleton Necromancer level 19
57th Dusk 122nd year of Ascendancy at 20:26 see stats
By Ce'Nevena the Skeleton Necromancer level 29
69th Pyre 123rd year of Ascendancy at 09:05 see stats
By Ce'Nevena the Skeleton Necromancer level 29
68th Pyre 123rd year of Ascendancy at 11:00 see stats
By Ce'Nevena the Skeleton Necromancer level 35
38th Dusk 123rd year of Ascendancy at 00:27 see stats
By Ce'Nevena the Skeleton Necromancer level 14
3rd Flare 122nd year of Ascendancy at 09:31 see stats
By Ce'Nevena the Skeleton Necromancer level 5
4th Mirth 122nd year of Ascendancy at 07:13 see stats
By Ce'Nevena the Skeleton Necromancer level 22
2nd Haze 122nd year of Ascendancy at 03:24 see stats
By Ce'Nevena the Skeleton Necromancer level 18
4th Dusk 122nd year of Ascendancy at 11:41 see stats
By Ce'Nevena the Skeleton Necromancer level 22
1st Haze 122nd year of Ascendancy at 19:53 see stats
By Ce'Nevena the Skeleton Necromancer level 22
78th Dusk 122nd year of Ascendancy at 02:22 see stats
By Ce'Nevena the Skeleton Necromancer level 16
7th Flare 122nd year of Ascendancy at 19:12 see stats
By Ce'Nevena the Skeleton Necromancer level 21
75th Dusk 122nd year of Ascendancy at 01:54 see stats
By Ce'Nevena the Skeleton Necromancer level 32
19th Dusk 123rd year of Ascendancy at 20:07 see stats
Log
Ce'Nevena damages herself through Martyrdom!
Ivith the Tortured Mass steals life from Tortured Mass Voroleriarin!
Undead squire hits Ce'Nevena for 0 cold, 0 cold (1 total damage).
Tortured Mass Voroleriarin hits Ce'Nevena for 1 cold, 1 cold (1 total damage).
Tortured Mass Voroleriarin hits Ivith the Tortured Mass for 12 healing, 9 healing, 6 healing, 8 healing (0 total damage) [35 healing].
Ivith the Tortured Mass receives 68 healing from Ghoul's purging blight area effect.
Ce'Nevena's desolate waste area effect hits Undead squire for 14 cold damage.
Ce'Nevena's desolate waste area effect hits Tortured Mass Voroleriarin for 17 cold damage.
Ce'Nevena's desolate waste area effect hits Ivith the Tortured Mass for (1 shared), 3 cold (3 total damage).
Ce'Nevena's desolate waste area effect hits Undead squire for 14 cold damage.
Ce'Nevena's desolate waste area effect hits Tortured Mass Voroleriarin for 17 cold damage.
Ce'Nevena's desolate waste area effect hits Ivith the Tortured Mass for (1 shared), 3 cold (3 total damage).
Ivith the Tortured Mass's sanctity area effect hits Tortured Mass Voroleriarin for 43 light damage.
Ivith the Tortured Mass's sanctity area effect hits Ce'Nevena for 14 light damage.
Ivith the Tortured Mass's prismatic repulsion area effect hits Tortured Mass Voroleriarin for 25 light, 37 darkness (62 total damage).
Ivith the Tortured Mass's prismatic repulsion area effect hits Ce'Nevena for 8 light, 28 darkness (36 total damage).
Soul Link hits Undead squire for 13 healing, 4 healing, 13 healing, 3 healing, 9 healing, 8 healing, 11 healing (0 total damage) [61 healing].
Ivith the Tortured Mass's defensive darkness area effect hits Tortured Mass Voroleriarin for (57 to bones), 0 darkness (0 total damage).
Ivith the Tortured Mass's defensive darkness area effect hits Ce'Nevena for 43 darkness damage.
Ivith the Tortured Mass hits Ce'Nevena for 0 cold, 0 cold (0 total damage).
Ivith the Tortured Mass casts Soul Rot.
Ivith the Tortured Mass's spell attains critical power!
Tortured Mass Voroleriarin uses Assault.
Tortured Mass Voroleriarin performs a melee critical strike against Ce'Nevena!
Tortured Mass Voroleriarin performs a melee critical strike against Ce'Nevena!
Tortured Mass Voroleriarin performs a melee critical strike against Ce'Nevena!
Ce'Nevena damages herself through Martyrdom!
Melee retaliation hits Tortured Mass Voroleriarin for 3 acid, 20 light, 7 nature, 2 lightning, 10 cold, 3 acid, 20 light, 7 nature, 2 lightning, 10 cold, 3 acid, 20 light, 7 nature, 2 lightning, 10 cold (125 total damage).
Tortured Mass Voroleriarin hits Ce'Nevena for 51 physical, 8 acid, 10 fire, 24 light, 4 cold, 37 darkness (133 total damage).
Ce'Nevena the level 38 skeleton necromancer was darkened to death by Tortured Mass Voroleriarin on level 1 of Hidden Vault - Rak'shor Pride (1).