Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 25 / 77% |
Size | small |
Lifes / Deaths | Killed by Eilinukira the mean looking elven guard at level 25 on the 71st Dusk 122nd year of Ascendancy at 23:32 / 2Killed by Eilinukira the mean looking elven guard at level 25 on the 71st Dusk 122nd year of Ascendancy at 23:36 |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 12 (base 10) |
Constitution | 29 (base 18) |
Magic | 64 (base 55) |
Willpower | 49 (base 31) |
Cunning | 30 (base 16) |
Resources
Life | -417/258 |
Mana | 535/579 |
Soul | 13/14 |
Healing Factor | 1.3224687383468 |
Regeneration | 4.2980233996271 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +110.00527732609% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 26.446758763835 |
See Invisible | 26.446758763835 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 30 |
Accuracy | 24 |
Crit Chance | 22% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 49 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Light | +9% |
Nature | +15% |
Darkness | +36% |
Arcane | +17% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +12% |
Light | +42% |
Darkness | +15% |
Blight | +12% |
Arcane | +16% |
Mind | +22% |
All | +7% |
Defense: Base
Armour (hardiness) | 32 (60%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 34 |
Mental Save | 37 |
Defense: Resistances
Blight | + 27%( 70%) |
Cold | + 29%( 70%) |
All | + 25%( 70%) |
Darkness | + 39%( 70%) |
Light | + 32%( 70%) |
Lightning | + 41%( 70%) |
Mind | + 29%( 70%) |
Fire | + 29%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Confusion Resistance | 90% |
Disarm Resistance | 29% |
Instadeath Resistance | 100% |
Silence Resistance | 55% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 49% faster, and you are invisible (power 20). Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 84 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: 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 318 damage for 4 turns. Its effects scale with your Willpower 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: 3 temporal, 3 darkness, 4 physical, 4 fire, 4 nature, 3 mind |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 | 1.41 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Islylle the snow giant. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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: * You are experienced enough. * 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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: * You've found the needed electric eel tail. * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | Darkbright (0 def, 1 armour) Darkbright (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% acid Melee Ret 4 mind 2 acid ----- def ----- Armour +1 Resists +3% mind HP.reg +1.00 Heal.mod +12% A pair of boots made of leather. |
Light source | Daywrack Daywrack1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+3 eff.) Res.pen +5% blight +10% light +7% all Apr +9 ----- def ----- Resists +3% light Max.HP +40.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Beloroddasta (1 def, 6 armour) Beloroddasta (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% fire +3% mind +6% cold Heal.mod +5% ---------- misc Max.hate +4.00 A pointy cloth hat, very wizardly... |
Tool | Bykhad the steel torque of mindblast [power 175] (4/13 cooldown) Bykhad the steel torque of mindblast [power 175] (4/13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% nature +3% blight Die.at -40.00 life Disease- +10% Blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 20% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gladiator's copper ring of pilfering gladiator's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | sneakthief's gold ring of perseverance sneakthief's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Around waist | Fogwalker the rough leather belt Fogwalker the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +12% lightning +6% light +6% darkness +3% nature Max.HP +33.00 A belt that goes around your waist. |
In main hand | yew starstaff 'Satyrclash' (120% power, 4 apr, darkness element) yew starstaff 'Satyrclash' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +19 (+6 eff.) Melee+ 16 arcane Dmg.mod +20% darkness Melee Ret 6 nature ----- def ----- Resists +3% nature ---------- misc Mana/turn +0.16 Max.mana +88.00 Infravis +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Borydestir the hardened leather gloves (0 def, 10 armour) Borydestir the hardened leather gloves (0 def, 10 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +6 Con dps ---------- Dmg.mod +9% arcane Acc +7 (+4 eff.) Melee Ret 4 arcane ----- def ----- Armour +10 Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Die.at -80.00 life Disarm- +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 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. |
Cloak | cashmere cloak 'Glitterarc' (2 def, 0 armour) cashmere cloak 'Glitterarc' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Spell.crit +5% Mind.crit +5% Crit.mult +15.00% Spell.pwr +5 (+2 eff.) Dmg.mod +7% darkness +8% arcane +9% light Res.pen +15% mind +25% light +9% arcane +8% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness Stealth +12 ---------- misc Max.mana +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of mastery (0.11 Spell / Master of bones) grounding copper amulet of mastery (0.11 Spell / Master of bones)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +22% ---------- misc Masteries +0.11 Spell/Master of bones Amulets make your neck look great! |
Inventory
caustic stralite greatmaul of massacre (178% power, 3 apr) caustic stralite greatmaul of massacre (178% power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Nature/Master Power 179% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +38 acid +34 nature While equipped: dps ---------- Res.pen +12% acid +24% nature Apr +16 Massive two-handed mauls. |
Bethiriaba the ash magestaff (111% power, 3 apr, lightning element) Bethiriaba the ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +1 Wil +2 Cun +6 Con dps ---------- Spell.crit +16% Crit.mult +23.00% Spell.pwr +11 (+4 eff.) Dmg.mod +15% lightning ----- def ----- HP.reg +0.80 Heal.mod +10% ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
noble's hardened leather belt of burglary noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +5 Wil +9 Cun +5 Lck dps ---------- Against +21% Summoned ----- def ----- D.Red.from +24% Summoned Stealth +7 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
hardened leather cap 'Zubewe' (0 def, 3 armour) hardened leather cap 'Zubewe' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +3% temporal +9% light +13% mind +3% blight +8% fire +5% arcane +8% cold Mind.save +13 (+5 eff.) Confus- +27% A cap made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rod of Recall (1/2) Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 247/400 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. |
Achievements
By Marwolaeth the Yeek Necromancer level 22
42nd Dusk 122nd year of Ascendancy at 05:02 see stats
By Marwolaeth the Yeek Necromancer level 10
5th Flare 122nd year of Ascendancy at 16:31 see stats
By Marwolaeth the Yeek Necromancer level 20
22nd Dusk 122nd year of Ascendancy at 15:17 see stats
By Marwolaeth the Yeek Necromancer level 2
77th Pyre 122nd year of Ascendancy at 11:34 see stats
By Marwolaeth the Yeek Necromancer level 9
4th Flare 122nd year of Ascendancy at 21:48 see stats
By Marwolaeth the Yeek Necromancer level 16
7th Dusk 122nd year of Ascendancy at 10:36 see stats
By Marwolaeth the Yeek Necromancer level 24
65th Dusk 122nd year of Ascendancy at 09:52 see stats
By Marwolaeth the Yeek Necromancer level 17
16th Dusk 122nd year of Ascendancy at 02:40 see stats
By Marwolaeth the Yeek Necromancer level 25
71st Dusk 122nd year of Ascendancy at 23:33 see stats
Log
Eilinukira the mean looking elven guard starts to bleed.
Risen Ghoul starts to bleed.
Armoured skeleton warrior shatters!
Dreadmaster hits Eilinukira the mean looking elven guard for (13 absorbed), 6 fire (6 total damage).
Eilinukira the mean looking elven guard's putrescent liquefaction area effect hits Armoured skeleton warrior for 42 cold, 57 darkness (98 total damage).
Eilinukira the mean looking elven guard's putrescent liquefaction area effect hits Marwolaeth for 42 cold, 49 darkness (91 total damage).
Eilinukira the mean looking elven guard hits Armoured skeleton warrior for 489 darkness damage.
Eilinukira the mean looking elven guard hits Marwolaeth for 358 darkness damage.
Eilinukira the mean looking elven guard's desolate waste area effect hits Armoured skeleton warrior for 30 cold damage.
Eilinukira the mean looking elven guard's desolate waste area effect hits Marwolaeth for 30 cold damage.
Eilinukira the mean looking elven guard killed Armoured skeleton warrior!
Ghoul is dazed!
Ghoul is not dazed anymore.
Ghoul is not silenced anymore.
Frost Cut from Marwolaeth hits Ghoul for 15 cold damage.
Frost Cut from Marwolaeth hits Ghoul for 48 cold damage.
Bleeding from Marwolaeth hits Eilinukira the mean looking elven guard for (10 absorbed), 5 physical (5 total damage).
Frost Cut from Marwolaeth hits Eilinukira the mean looking elven guard for (37 absorbed), 18 cold (18 total damage).
Talent Corpse Explosion is ready to use.
Marwolaeth unleashes a blast of frostdusk as he crosses the veil!
LIFE LOST WARNING!
Marwolaeth hits Elven guard for 53 cold, 63 darkness (116 total damage).
Armoured skeleton warrior uses Overpower.
Eilinukira the mean looking elven guard's putrescent liquefaction area effect hits Armoured skeleton warrior for 42 cold, 57 darkness (98 total damage).
Eilinukira the mean looking elven guard's putrescent liquefaction area effect hits Marwolaeth for 36 cold, 43 darkness (79 total damage).
Eilinukira the mean looking elven guard's desolate waste area effect hits Armoured skeleton warrior for 30 cold damage.
Armoured skeleton warrior hits Eilinukira the mean looking elven guard for (99 absorbed), 50 physical, (6 absorbed), 3 blight, (56 absorbed), 28 physical, (53 absorbed), 27 physical (108 total damage).
Bleeding from Marwolaeth hits Risen Ghoul for 17 physical damage.
Marwolaeth the level 25 yeek necromancer was swallowed by the void to death by Eilinukira the mean looking elven guard on level 1 of Dark crypt.