











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 29 / 72% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 5th Haze 122nd year of Ascendancy at 00:43 0 / 7Killed by poison spore at level 18 on the 29th Haze 122nd year of Ascendancy at 01:52 Killed by Glorudassra the ghast at level 22 on the 38th Haze 122nd year of Ascendancy at 22:34 Killed by elder vampire at level 22 on the 39th Haze 122nd year of Ascendancy at 20:34 Killed by ghoul at level 22 on the 40th Haze 122nd year of Ascendancy at 02:06 Killed by Ce'Nelaith the eternal bone giant at level 29 on the 62nd Regrowth 123rd year of Ascendancy at 21:52 Killed by Ce'Nelaith the eternal bone giant at level 29 on the 63rd Regrowth 123rd year of Ascendancy at 01:26 |
Primary Stats
Strength | 42 (base 18) |
Dexterity | 21 (base 10) |
Constitution | 50 (base 38) |
Magic | 86 (base 59) |
Willpower | 39 (base 20) |
Cunning | 26 (base 11) |
Resources
Life | -569/416 |
Mana | 370/461 |
Soul | 17/19 |
Healing Factor | 1.5286847857242 |
Regeneration | 4.9682255536037 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 15 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 55 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Acid | +12% |
Light | +15% |
Darkness | +24% |
Cold | +12% |
Physical | +3% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +35% |
Light | +15% |
Darkness | +30% |
Mind | +25% |
Fire | +26% |
All | 0% |
Defense: Base
Armour (hardiness) | 50.36174050493 (81.898876157654%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 17 |
Physical Save | 26 |
Spell Save | 31 |
Mental Save | 41 |
Defense: Resistances
Acid | + 51%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 53%( 70%) |
All | + 24%( 70%) |
Lightning | + 35%( 70%) |
Light | + 40%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 31%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 33% |
Inscriptions (5/5)
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: 4 acid, 3 physical, 3 darkness, 4 temporal, 3 arcane, 3 mind |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 / Animus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Strength 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: * You are experienced enough. * 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 74. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances: +12% acid / +3% darkness Changes resistances penetration: +15% acid Changes damage: +12% cold Infravision radius: +2 A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 89, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 245.52 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Con Changes resistances: +6% lightning / +9% darkness / +5% arcane Silence immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +2 Wil Changes resistances: +9% lightning Changes resistances penetration: +20% darkness / +25% mind Changes damage: +9% lightning Psi when hit: +0.16 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +24% acid / +9% fire Changes resistances penetration: +15% fire Changes damage: +12% acid / +6% fire / +9% darkness Mental save: +7 (+2 eff.) Confusion immunity: +23% Stun/Freeze immunity: +31% Life regen: +3.00 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 acid / 6 light Changes stats: +5 Cun / +6 Mag Changes resistances: +9% light Changes resistances penetration: +20% acid / +15% light Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +19 fire When wielded/worn: Physical crit. chance: +9.0% Changes stats: +4 Str / +7 Dex / +11 Mag / +6 Wil / +5 Cun / +5 Con Changes resistances penetration: +11% fire Mana each turn: +0.04 Maximum mana: +20.00 Maximum vim: +20.00 Global speed: +4% Sharp, long, and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% light / +3% darkness Changes damage: +3% physical Critical mult.: +10.00% Maximum life: +65.00 Light radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +1 Dex / +3 Wil / +5 Cun Vim when firing critical spell: +2.00 Spellpower: +10 (+3 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Arachlle the Cornac Necromancer level 23
67th Haze 122nd year of Ascendancy at 21:21 see stats
By Arachlle the Cornac Necromancer level 17
17th Haze 122nd year of Ascendancy at 20:41 see stats
By Arachlle the Cornac Necromancer level 24
74th Haze 122nd year of Ascendancy at 17:29 see stats
By Arachlle the Cornac Necromancer level 20
34th Haze 122nd year of Ascendancy at 10:57 see stats
By Arachlle the Cornac Necromancer level 17
7th Haze 122nd year of Ascendancy at 05:03 see stats
By Arachlle the Cornac Necromancer level 29
55th Regrowth 123rd year of Ascendancy at 13:46 see stats
By Arachlle the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 08:41 see stats
By Arachlle the Cornac Necromancer level 20
33rd Haze 122nd year of Ascendancy at 21:02 see stats
By Arachlle the Cornac Necromancer level 28
37th Regrowth 123rd year of Ascendancy at 21:18 see stats
By Arachlle the Cornac Necromancer level 25
6th Regrowth 123rd year of Ascendancy at 16:54 see stats
By Arachlle the Cornac Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 20:42 see stats
By Arachlle the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 04:22 see stats
By Arachlle the Cornac Necromancer level 16
4th Haze 122nd year of Ascendancy at 07:04 see stats
By Arachlle the Cornac Necromancer level 25
10th Decay 122nd year of Ascendancy at 03:39 see stats
By Arachlle the Cornac Necromancer level 18
30th Haze 122nd year of Ascendancy at 06:27 see stats
Log
Armoured skeleton warrior hits Ghast for 103 physical, 7 acid, 9 fire (120 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 15 cold, 12 darkness (27 total damage).
Something misses Armoured skeleton warrior.
Arachlle is not dazed anymore.
Arachlle is jolted to attention by the damage and is no longer being beckoned.
Arachlle is no longer beckoned.
Ce'Nelaith the eternal bone giant's Breach hits Arachlle for 81 physical, 10 acid, 10 cold, 53 temporal (154 total damage).
Armoured skeleton warrior has regained its confidence.
Burning from Aroda the skeleton warrior hits Armoured skeleton warrior for 40 fire damage.
Ghoulking bites poison into armoured skeleton warrior.
Ghast bites poison into armoured skeleton warrior.
Ghast misses Armoured skeleton warrior.
Melee retaliation hits Ghoulking for 8 acid, 11 fire (19 total damage).
Armoured skeleton warrior receives 19 healing from Ghast's purging blight area effect.
Ghast receives 25 healing from Ghast's purging blight area effect.
Ghoul receives 25 healing from Ghast's purging blight area effect.
Ghoulking receives 25 healing from Ghast's purging blight area effect.
Ghast receives 25 healing from Ghast's purging blight area effect.
Ghoulking hits Armoured skeleton warrior for 53 nature damage.
Armoured skeleton warrior receives 38 healing from Ghoul's purging blight area effect.
Ghoul receives 50 healing from Ghoul's purging blight area effect.
Ghast receives 50 healing from Ghoul's purging blight area effect.
Ghast receives 50 healing from Ghoul's purging blight area effect.
Ghoulking receives 50 healing from Ghoul's purging blight area effect.
Ghast receives 50 healing from Ghoul's purging blight area effect.
Ce'Nelaith the eternal bone giant casts Blink Blade.
Ce'Nelaith the eternal bone giant warps space-time to equip: iron longsword
iron dagger.
Melee retaliation hits Ce'Nelaith the eternal bone giant for 2 acid, 3 light, 4 fire, 2 arcane, 2 acid, 3 light, 4 fire, 2 arcane (22 total damage).
Ce'Nelaith the eternal bone giant hits Arachlle for 36 physical, 14 blight, 53 temporal, 21 physical, 14 blight, 24 temporal, 24 physical (187 total damage).
Arachlle the level 29 cornac necromancer was tortured to death by Ce'Nelaith the eternal bone giant on level 2 of Last Hope Graveyard.