









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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.
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: Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.6Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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 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: Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 25 / 57% |
Size | medium |
Lifes / Deaths | Killed by Ce'Newen the elven blood mage at level 25 on the 18th Dusk 123rd year of Ascendancy at 15:44 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 55 (base 54) |
Magic | 61 (base 46) |
Willpower | 34 (base 13) |
Cunning | 23 (base 11) |
Resources
Life | -417/336 |
Mana | 196/388 |
Soul | 0/14 |
Healing Factor | 1.304935892727 |
Regeneration | 2.9361057586358 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 32.365053558023 |
See Invisible | 32.365053558023 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 32 |
Accuracy | 24 |
Crit Chance | 27% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +11% |
Cold | +10% |
All | 0% |
Darkness | +36% |
Light | +40% |
Temporal | +29% |
Physical | +87% |
Fire | +6% |
Mind | +8% |
Offense: Damage Penetration
Cold | +33% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 3 |
Physical Save | 37 |
Spell Save | 33 |
Mental Save | 29 |
Defense: Resistances
Arcane | + 24%( 70%) |
Cold | + 36%( 70%) |
All | + 19%( 70%) |
Darkness | + 28%( 70%) |
Light | + 36%( 70%) |
Temporal | + 24%( 70%) |
Physical | + 27%( 70%) |
Fire | + 28%( 70%) |
Mind | + 35%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 159 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
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. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 5 times. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 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 | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 chunk of ghoul flesh. * You've found the needed length of troll intestine. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge Maze* Travel to the Hedge Maze in the south-west of Elvala. * Escort Raimundus safely through the Hedge Maze. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold Crit.chn- 15.00% Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Die.at -80.00 life HP.reg +2.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical Melee Ret 4 lightning 6 physical ----- def ----- Armour +2 Resists +1% physical ---------- misc Max.stam +20.00 Light +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. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% physical +15% light +6% fire +8% mind +11% darkness Melee Ret 10 fire ----- def ----- Defense +2 (+0 eff.) Resists +7% physical +22% light +6% fire +8% mind +11% darkness Phys.save +8 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.hate +8.00 Max.psi +22.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +18% physical ----- def ----- Defense +10 (+3 eff.) Resists +12% mind +2% physical Mind.save +7 (+4 eff.) Die.at -40.00 life Confus- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +7 Cun +5 Str dps ---------- Mind.crit +1% Dmg.mod +3% arcane Res.pen +15% mind Acc +8 (+4 eff.) Apr +10 ----- def ----- Armour +10 Defense +17 (+5 eff.) ---------- misc Max.psi +10.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 134% 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! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +1 Con dps ---------- Phys.crit +6.0% Mind.crit +6% Phys.pwr +20 (+10 eff.) Dmg.mod +21% physical ----- def ----- Phys.save +12 (+5 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +10.00% Spell.pwr +22 (+7 eff.) Dmg.mod +25% physical +25% temporal +25% light +25% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +7 Mag +8 Wil dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 14 arcane 10 temporal Ranged+ 7 temporal Dmg.mod +8% arcane +4% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane +7% temporal Spell.save +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck +4 Wil dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 12% 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 657% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% ---------- misc Masteries +0.10 Spell/Master of flesh Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% physical ----- def ----- Armour +6 Resists +3% acid +6% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Res.pen +15% physical ----- def ----- Defense +15 (+5 eff.) Crit.chn- 15.00% Phys.save +18 (+7 eff.) Mind.save +7 (+4 eff.) Die.at -40.00 life Confus- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Resists +9% darkness +8% temporal Phys.save +9 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +9 (+5 eff.) Def/telep +13 Res/telep +14% Dur/telep +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag dps ---------- Phys.crit +16.0% Dmg.mod +24% mind Res.pen +10% mind ----- def ----- Crit.chn- 15.00% Heal.mod +20% Confus- +20% Teleport- +20% Massive two-handed mauls. |
![]() 1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% blight +11% cold +6% fire ----- def ----- Resists +16% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +12% darkness +11% mind +9% all Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +22 (+11 eff.) Max.HP +42.00 HP.reg +1.90 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +9% all Phys.save +17 (+6 eff.) ---------- misc Max.mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 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. |
![]() 2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +7% Spell.pwr +19 (+6 eff.) Dmg.mod +16% light Res.pen +10% acid Melee Ret 8 cold ----- def ----- Resists +6% acid +13% darkness +24% light +9% cold +13% mind +11% all Phys.save +15 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +23 (+11 eff.) ---------- misc Mana/turn +0.10 Max.mana +65.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.pwr +16 (+5 eff.) Dmg.mod +3% arcane +30% nature +3% mind +15% all Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +18% darkness +5% arcane +45% nature +31% mind +15% all Phys.save +15 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +35 (+15 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Fatigue -5% Crit.chn- 5.00% Phys.save +6 (+3 eff.) Die.at -80.00 life Blind- +20% ---------- misc Max.enc +22 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% nature Res.pen +20% darkness Melee Ret 4 darkness ----- def ----- Resists +6% fire +3% darkness +6% cold ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +6% fire Max.HP +31.00 Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +12% cold Res.pen +15% cold Acc +5 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +8 Wil dps ---------- Spell.crit +11% Dmg.mod +15% lightning +8% darkness +6% acid Res.pen +7% darkness +10% lightning ----- def ----- Defense +2 (+0 eff.) Resists +13% darkness +9% acid Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +2% S.pwr/crit +2 Dmg.mod +9% darkness Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +20.00 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. |
![]() 1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +1.50 ---------- misc Stam/turn +0.50 Psi/turn +0.27 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con dps ---------- Dmg.mod +11% mind Acc +5 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Phys.save +3 (+1 eff.) Mind.save +9 (+5 eff.) Die.at -40.00 life ---------- misc Psi/ret +0.16 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +11% lightning +12% arcane ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Spell.save +12 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness Melee Ret 6 arcane ----- def ----- Defense +1 (+0 eff.) Resists +19% darkness +3% cold Crit.chn- 5.00% A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% mind +6% fire ---------- misc Light +5 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +11% ---------- 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +9% fire +3% darkness Res.pen +10% lightning Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 91 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Ithricus the Shalore Necromancer level 18
55th Haze 122nd year of Ascendancy at 07:09 see stats
By Ithricus the Shalore Necromancer level 22
3rd Flare 123rd year of Ascendancy at 12:32 see stats
By Ithricus the Shalore Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 08:14 see stats
By Ithricus the Shalore Necromancer level 20
50th Regrowth 123rd year of Ascendancy at 01:53 see stats
By Ithricus the Shalore Necromancer level 18
28th Regrowth 123rd year of Ascendancy at 19:40 see stats
By Ithricus the Shalore Necromancer level 22
3rd Flare 123rd year of Ascendancy at 12:55 see stats
By Ithricus the Shalore Necromancer level 7
5th Mirth 122nd year of Ascendancy at 22:56 see stats
By Ithricus the Shalore Necromancer level 9
8th Mirth 122nd year of Ascendancy at 03:47 see stats
By Ithricus the Shalore Necromancer level 9
10th Mirth 122nd year of Ascendancy at 14:47 see stats
By Ithricus the Shalore Necromancer level 23
8th Flare 123rd year of Ascendancy at 01:42 see stats
By Ithricus the Shalore Necromancer level 15
15th Haze 122nd year of Ascendancy at 19:59 see stats
Log
Ithricus damages himself through Martyrdom!
Ithricus's desolate waste area effect hits Ce'Newen the elven blood mage for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Salygaba the elven elite warrior for 0 cold damage.
Ithricus's desolate waste area effect hits Armoured skeleton warrior for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Cyrothra the elven warrior for 18 cold damage.
Ithricus's desolate waste area effect hits Elven cultist for (13 absorbed), 0 cold (0 total damage).
Ithricus's dazing lightning area effect hits Cyrothra the elven warrior for 10 lightning damage.
Ithricus's desolate waste area effect hits Ce'Newen the elven blood mage for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Salygaba the elven elite warrior for 0 cold damage.
Ithricus's desolate waste area effect hits Armoured skeleton warrior for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Cyrothra the elven warrior for 18 cold damage.
Ithricus's desolate waste area effect hits Elven cultist for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Ce'Newen the elven blood mage for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Salygaba the elven elite warrior for (16 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Armoured skeleton warrior for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Cyrothra the elven warrior for 18 cold damage.
Ithricus's desolate waste area effect hits Elven cultist for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Ce'Newen the elven blood mage for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Salygaba the elven elite warrior for 0 cold damage.
Ithricus's desolate waste area effect hits Armoured skeleton warrior for (13 absorbed), 0 cold (0 total damage).
Ithricus's desolate waste area effect hits Cyrothra the elven warrior for 18 cold damage.
Ithricus's desolate waste area effect hits Elven cultist for (13 absorbed), 0 cold (0 total damage).
Ce'Newen the elven blood mage receives 1 healing from Ithricus.
Ithricus's dazing lightning area effect hits Armoured skeleton warrior for (7 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Ce'Newen the elven blood mage for (1 absorbed), 0 lightning, (3 absorbed), 0 fire, (4 absorbed), 0 cold, (4 absorbed), 0 physical, (1 absorbed), 0 lightning, (3 absorbed), 0 fire, (4 absorbed), 0 cold, (4 absorbed), 0 physical (0 total damage).
Ithricus's dazing lightning area effect hits Ce'Newen the elven blood mage for (6 absorbed), 0 lightning (0 total damage).
Ithricus's dazing lightning area effect hits Elven cultist for (7 absorbed), 0 lightning (0 total damage).
Ithricus's dazing lightning area effect hits Salygaba the elven elite warrior for (9 absorbed), 0 lightning (0 total damage).
Ce'Newen the elven blood mage hits Ithricus for (25 absorbed), 195 physical, 22 fire, 90 fire, 0 physical, 22 fire, 90 fire (422 total damage).
Ithricus the level 25 shalore necromancer was burnt to death by Ce'Newen the elven blood mage on level 1 of Dark crypt.