Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 23 / 10% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 16 on the 16th Haze 122nd year of Ascendancy at 02:26 0 / 7Killed by Urkis, the High Tempest at level 19 on the 9th Flare 123rd year of Ascendancy at 19:01 Killed by Belatta the ghoul at level 21 on the 1st Haze 123rd year of Ascendancy at 19:30 Killed by Belatta the ghoul at level 21 on the 1st Haze 123rd year of Ascendancy at 22:05 Killed by Urkis, the High Tempest at level 22 on the 9th Haze 123rd year of Ascendancy at 15:37 Killed by armoured skeleton warrior at level 22 on the 21st Haze 123rd year of Ascendancy at 00:46 Killed by Celia at level 23 on the 25th Haze 123rd year of Ascendancy at 03:00 |
Primary Stats
Strength | 36 (base 25) |
Dexterity | 29 (base 10) |
Constitution | 24 (base 17) |
Magic | 80 (base 51) |
Willpower | 28 (base 23) |
Cunning | 30 (base 15) |
Resources
Life | -172/663 |
Mana | 180/322 |
Stamina | 183/211 |
Healing Factor | 1.2272674059366 |
Regeneration | 2.7613516633574 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 36.375715479246 |
See Invisible | 36.375715479246 |
Offense: Mainhand
Damage | 38 |
Accuracy | 54 |
Crit Chance | 10% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +24% |
Light | +12% |
Temporal | +15% |
Physical | +6% |
All | 0% |
Nature | +9% |
Defense: Base
Armour (hardiness) | 29.551211628464 (73.607947236566%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 6 |
Physical Save | 29 |
Spell Save | 28 |
Mental Save | 23 |
Defense: Resistances
Fire | + 6%( 70%) |
Lightning | + 11%( 70%) |
Nature | + 12%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 9%( 70%) |
Physical | + 4%( 70%) |
Cold | + 21%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Pinning Resistance | 21% |
Knockback Resistance | 26% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 437 damage for 4 turns. Its effects scale with your Magic 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 (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 3/5 |
| 3/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by grave wight. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 2 of Dreadfell) | failed |
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 ice 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 Shade. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of wight ectoplasm. 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 ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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 wretchling eyeball. * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 | Daimirach (30 def, 3 armour) Daimirach (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+9 eff.) Fatigue: -4% Changes resistances: +3% fire Maximum encumbrance: +32 Physical save: +7 (+3 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +47.00 Light radius: +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. |
On head | iron helm 'Duvydovon' (15 def, 3 armour) iron helm 'Duvydovon' (15 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Fatigue: +5% Changes resistances: +8% lightning / +6% temporal / +12% cold / +1% physical Physical save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ash totem of healing [power 200] (12/13 cooldown) ash totem of healing [power 200] (12/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Galytogar the steel ring Galytogar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +2 Con Changes damage: +6% physical Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +26% Only die when reaching: -80.00 life Maximum life: +25.00 Rings make your fingers look great! |
On fingers | steel quartz ring steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 13 light Changes stats: +2 Mag Changes damage: +12% light Stun/Freeze immunity: +30% Rings make your fingers look great! |
Around waist | Vorida VoridaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +4 Dex / +1 Mag / +5 Wil / +4 Cun Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
In main hand | yew magestaff 'Oakmortal' (24-29 power, 4 apr, lightning element) yew magestaff 'Oakmortal' (24-29 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +30 (+9 eff.) Changes damage: +24% lightning / +15% temporal / +9% nature Talent granted: +1 Command Staff Blindness immunity: +20% Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | Ereludig (0 def, 2 armour) Ereludig (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +3% temporal / +6% cold / +6% darkness / +9% nature Reduces incoming crit damage: 5.00% Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% Only die when reaching: -40.00 life 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 | impenetrable iron plate armour of Eyal (0 def, 13 armour) impenetrable iron plate armour of Eyal (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Life regen: +2.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of metal plates. |
Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 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. |
Inventory
acid wave rune of the wizard (damage 207; dur 4; cd 22) acid wave rune of the wizard (damage 207; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a cone dealing 207.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 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. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
68 alchemist agate 68 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Delundil (dig speed 40 turns) Delundil (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% lightning / +2% physical Spell save: +9 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb =Useful= Scrying Orb =Useful=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) =Useful= Rod of Recall (2/2) =Useful=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 172 power out of 345/400. 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 =Useful= Transmogrification Chest =Useful=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. |
yew totem of stinging [power 242] (12/13 cooldown) yew totem of stinging [power 242] (12/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 264 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
focusing yew wand of lightning storm [power 260] (12/13 cooldown) focusing yew wand of lightning storm [power 260] (12/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 64 lightning damage and will be dazed for 1 turn (322 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded ash wand of shielding [power 188] (12/17 cooldown) warded ash wand of shielding [power 188] (12/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +3 arcane / +3 cold Talent granted: +1 Ward It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Nalan'Elin the Cornac Arcane Blade level 8
4th Flare 122nd year of Ascendancy at 15:02 see stats
By Nalan'Elin the Cornac Arcane Blade level 18
11st Regrowth 123rd year of Ascendancy at 04:38 see stats
By Nalan'Elin the Cornac Arcane Blade level 22
10th Haze 123rd year of Ascendancy at 09:02 see stats
By Nalan'Elin the Cornac Arcane Blade level 10
17th Dusk 122nd year of Ascendancy at 08:40 see stats
By Nalan'Elin the Cornac Arcane Blade level 20
6th Dusk 123rd year of Ascendancy at 04:33 see stats
By Nalan'Elin the Cornac Arcane Blade level 19
2nd Flare 123rd year of Ascendancy at 02:36 see stats
By Nalan'Elin the Cornac Arcane Blade level 19
33rd Regrowth 123rd year of Ascendancy at 10:24 see stats
By Nalan'Elin the Cornac Arcane Blade level 15
9th Haze 122nd year of Ascendancy at 15:29 see stats
By Nalan'Elin the Cornac Arcane Blade level 21
1st Haze 123rd year of Ascendancy at 21:15 see stats
By Nalan'Elin the Cornac Arcane Blade level 12
44th Dusk 122nd year of Ascendancy at 19:31 see stats
By Nalan'Elin the Cornac Arcane Blade level 8
15th Dusk 122nd year of Ascendancy at 12:36 see stats
By Nalan'Elin the Cornac Arcane Blade level 17
8th Regrowth 123rd year of Ascendancy at 01:13 see stats
By Nalan'Elin the Cornac Arcane Blade level 22
21st Haze 123rd year of Ascendancy at 00:46 see stats
Log
Armoured skeleton warrior misses Nalan'Elin.
Burning Shock from Nalan'Elin hits Armoured skeleton warrior for 24 fire damage.
The shield around Nalan'Elin crumbles.
Rotting Disease from Betatira the elder vampire hits Nalan'Elin for (34 absorbed), 0 cold (0 total damage).
Nalan'Elin casts Lightning.
Nalan'Elin hits Armoured skeleton warrior for 264 lightning damage.
Nalan'Elin killed Armoured skeleton warrior!
Celia casts Corpselight.
Celia summons a corpselight!
Rotting Disease from Betatira the elder vampire hits Nalan'Elin for 34 cold damage.
Celia hits Nalan'Elin for 59 cold damage.
Celia casts Night Sphere.
Talent Arcane Strike is ready to use.
Rotting Disease from Betatira the elder vampire hits Nalan'Elin for 34 cold damage.
Nalan'Elin resists the baneful energy!
Nalan'Elin activates her ash totem of healing!
Nalan'Elin receives 238 healing.
Celia hits Nalan'Elin for 59 cold damage.
Celia casts Invoke Darkness.
Talent Lightning is ready to use.
Rotting Disease from Betatira the elder vampire hits Nalan'Elin for 28 blight damage.
Celia hits Nalan'Elin for 267 cold damage.
Nalan'Elin loses sight!
Nalan'Elin casts Displacement Shield.
Something hits Nalan'Elin for 65 cold damage.
Nalan'Elin the level 23 cornac arcane blade was iced to death by Celia on level 2 of Last Hope Graveyard.