











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 12 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by broken golem at level 2 on the 76th Pyre 122nd year of Ascendancy at 15:57 0 / 5Killed by broken golem at level 2 on the 76th Pyre 122nd year of Ascendancy at 16:07 Killed by skeleton master archer at level 7 on the 1st Mirth 122nd year of Ascendancy at 13:16 Killed by bandit at level 12 on the 4th Dusk 122nd year of Ascendancy at 14:38 Killed by Wrathroot at level 12 on the 5th Dusk 122nd year of Ascendancy at 06:55 |
Primary Stats
| Strength | 35 (base 32) |
| Dexterity | 14 (base 13) |
| Constitution | 29 (base 19) |
| Magic | 33 (base 18) |
| Willpower | 11 (base 10) |
| Cunning | 18 (base 13) |
Resources
| Life | -42/398 |
| Mana | 21/171 |
| Stamina | 136/156 |
| Equilibrium | 4 |
| Healing Factor | 1.1524687383467 |
| Regeneration | 1.4405859229334 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 16 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 37 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +16% |
| Nature | +9% |
| Darkness | +5% |
| Arcane | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +11% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 6 |
| Physical Save | 32 |
| Spell Save | 15 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Light | + 24%( 70%) |
| Nature | + 12%( 70%) |
| Cold | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 15%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 10% |
| Blind Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 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 / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
Escort the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest) | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 |
Equipment
| On feet | pair of rough leather boots 'Undeathwolf' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +6% lightning +9% nature +6% mind On Hit (Melee): * 20% chance to slow global speed by 34% ----- def ----- Armour +1 Phys.save +11 (+6 eff.) Mind.save +14 (+7 eff.) A pair of boots made of leather. |
| Light source | piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +5 ---------- misc Light +4 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 | Hebar the Flarespire (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +4 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +12% fire +6% cold A cap made of leather. |
| On hands | restful hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +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. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 110.38 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| On fingers | titan's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 5 light 5 darkness Dmg.mod +5% light +5% darkness On Melee Ret: * 5% chance to reduce damage dealt by 8% * 6% chance to blind Amulets make your neck look great! |
| In main hand | flaming steel mace of massacre (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +8 fire Blunt and deadly. |
| Around waist | Mighty Girdle1.0 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. |
| In off hand | shocking iron shield (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Treeterror' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% acid +9% nature +6% lightning Disease- +10% Confus- +10% Stun/Frz- +10% A suit of armour made of leather. |
Inventory
warrior's steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
balanced iron greatmaul of erosion (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature/Master Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +31% Massive two-handed mauls. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of phasing (15-24 power, 10 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +2.5% Atk.spd 100% Phasing +16% Massive two-handed swords. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xavea (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +16% acid +3% fire +7% all Max.HP +20.00 Confus- +20% ---------- misc Psi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal 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. |
miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% HP.reg +2.30 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +15% fire A suit of armour made of leather. |
reinforced steel shield of cold resistance (+15%) (0 def, 6 armour, 62 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 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. |
2 aquamarine0.0 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. |
2 opal0.0 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst0.0 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. |
4 ametrine0.0 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. |
4 citrine0.0 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. |
3 zircon0.0 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. |
Achievements
Level 10
Got a character to level 10.By Chihu the Higher Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 23:07 see stats
Log
Bleeding from Chihu hits Wrathroot for 14 physical damage.
Burning from Chihu hits Wrathroot for 22 fire damage.
Chihu casts Earthen Missiles.
Boragorek, the lost warrior says: 'Help! Hornet swarm to the northeast!'
Chihu hits Wrathroot for 42 physical, 5 lightning, 4 light, 12 fire, 3 darkness, 8 fire (74 total damage).
Chihu is encased in ice!
Chihu resists the wave!
Melee retaliation hits Wrathroot for 1 lightning damage.
Chihu's Earthen Missiles hits Wrathroot for 23 physical, 4 physical (27 total damage).
Chihu's Earthen Missiles hits Wrathroot for 23 physical, 4 physical (27 total damage).
Wrathroot hits Chihu for 17 physical damage.
Wrathroot's ice storm area effect hits Chihu for 36 cold damage.
Wrathroot's ice storm area effect hits Boragorek, the lost warrior for 30 cold damage.
Wrathroot's cold repulsion area effect hits Chihu for (6 to ice), 8 cold, (5 to ice), 8 physical (16 total damage).
Something hits Boragorek, the lost warrior for 10 physical damage.
Wrathroot feels pain again.
Bleeding from Chihu hits Iceblock for 25 physical damage.
Burning from Chihu hits Iceblock for 24 fire damage.
Chihu resists!
Chihu resists the wave!
Chihu hits Iceblock for 61 physical, 8 lightning, 6 light, 13 fire, 6 darkness (92 total damage).
Melee retaliation hits Iceblock for 2 lightning damage.
Wrathroot's ice storm area effect hits Chihu for (14 to ice), 22 cold (22 total damage).
Wrathroot's cold repulsion area effect hits Chihu for (6 to ice), 8 cold, (5 to ice), 8 physical (16 total damage).
Wrathroot casts Freeze.
Wrathroot hits Chihu for (60 to ice), 91 cold (91 total damage).
Chihu the level 12 higher arcane blade was chilled to death by Wrathroot and digested by treants on level 4 of Old Forest.
Chihu is free from the ice.


























































































