Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 31 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 31 on the 78th Pyre 122nd year of Ascendancy at 07:38 6 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 30 (base 30) |
| Magic | 64 (base 60) |
| Willpower | 48 (base 41) |
| Cunning | 23 (base 11) |
Resources
| Life | -38/533 |
| Mana | 198/517 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +85.470085470085% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 22 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57.666666666667 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.9 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 26.5 |
| Ranged Defense | 26.5 |
| Fatigue | 2 |
| Physical Save | 23.6625 |
| Spell Save | 33.2125 |
| Mental Save | 26.5375 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 16) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Aegis | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Spellcraft |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Reduces global action speed by 17%. Slow |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of rough leather boots of disengagement (0 def, 1 armour) pair of rough leather boots of disengagement (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Dex Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
| Tool | warded dragonbone wand of firewall [power 309] (12/6 cooldown) warded dragonbone wand of firewall [power 309] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +2 lightning / +4 temporal / +3 blight / +3 fire / +3 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 309 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's copper ring solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +5 Rings can have magical properties. |
| On fingers | savior's gold ring of frost (+20%) savior's gold ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +10 Spell save: +6 Mental save: +7 Rings can have magical properties. |
| Around neck | serendipitous gold amulet of manastreaming serendipitous gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 Defense: +8 Changes stats: +7 Lck / +1 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +28.00 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | ethereal elven-wood magestaff of might (25-30 power, 5 apr, cold element) ethereal elven-wood magestaff of might (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 Damage (Melee): 8 % chance of confusion Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +17 Spell crit. chance: +13% Damage Shield penetration: +15% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | tormentor's silk robe of Linaniil (3 def, 0 armour) tormentor's silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +4 Cun Critical mult.: +16.00% Mana each turn: +0.22 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum mana: +59.00 Spellpower: +20 Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +2 Wil Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Inventory
invisibility rune (power 7 for 5 turns) invisibility rune (power 7 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 7) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6; power 16; dur 4) phase door rune (range 6; power 16; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
archmage's stralite amulet of willpower (+1) archmage's stralite amulet of willpower (+1)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil / +1 Mag Changes damage: +5% acid / +6% fire / +5% cold / +5% lightning Spellpower: +3 Spell crit. chance: +4% Amulets can have magical properties. |
grounding steel amulet of willpower (+2) grounding steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
steel amulet of magic (+4) steel amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
steel amulet of willpower (+3) steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
balanced voratun greatsword of crippling (60.5-96.8 power, 4 apr) balanced voratun greatsword of crippling (60.5-96.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 Physical crit. chance: +16.0% Defense: +14 Massive two-handed swords. |
caustic stralite mace of purging (40-56 power, 5 apr) caustic stralite mace of purging (40-56 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armor * 25% chance to remove a magical effect Damage (Melee): +15 nature When wielded/worn: Changes resistances penetration: +7% acid Life regen: +2.10 Blunt and deadly. |
warden's drakeskin leather sling of true flight warden's drakeskin leather sling of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +9 Physical crit. chance: +11.0% Ammo reloads per turns: +3 Changes stats: +3 Wil Changes resistances penetration: +6% temporal / +10% physical Changes damage: +7% temporal / +8% physical Talent mastery: +0.10 Chronomancy / Temporal Combat Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
surging yew magestaff of channeling (20-24 power, 4 apr, fire element) surging yew magestaff of channeling (20-24 power, 4 apr, fire 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: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +23 Spell crit. chance: +3% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
manaburning orichalcum trident of ruin (55.5-88.8 power, 16 apr) manaburning orichalcum trident of ruin (55.5-88.8 power, 16 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.5 - 88.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn When wielded/worn: Armour penetration: +7 Physical crit. chance: +10.0% Critical mult.: +17.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant woollen robe of protection (3 def, 3 armour) verdant woollen robe of protection (3 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 Changes stats: +4 Con Changes damage: +9% nature Physical save: +17 Poison immunity: +23% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+16%) (0 def, 0 armour) woollen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots of uncanny dodging (4 def, 3 armour) blood-soaked pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +3 Armour: +3 Defense: +4 Ranged Defense: +4 Fatigue: +3% A pair of boots made of leather. |
grounding pair of hardened leather boots (0 def, 3 armour) grounding pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal A pair of boots made of leather. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 A pair of boots made of leather. |
high-capacity quiver of elven-wood arrows of erosion (58/58, 43-60.2 power, 14 apr) high-capacity quiver of elven-wood arrows of erosion (58/58, 43-60.2 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 58 Damage (Ranged): +9 nature / +12 temporal When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
245 alchemist agate 245 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
steel torque of thermal psionic shield [power 43] (12/20 cooldown) steel torque of thermal psionic shield [power 43] (12/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
bright elven-wood wand of firewall [power 201] (12/6 cooldown) bright elven-wood wand of firewall [power 201] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting for 4 turns (dam 201 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright yew wand of conjuration [power 253] (12/10 cooldown) bright yew wand of conjuration [power 253] (12/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 126-253), placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking yew wand of conjuration [power 235] (12/10 cooldown) striking yew wand of conjuration [power 235] (12/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Strike It can be used to fire a bolt of a random element (dam 118-235), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded ash wand of conjuration [power 169] (12/10 cooldown) warded ash wand of conjuration [power 169] (12/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +2 blight / +1 fire / +1 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 84-169), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of firewall [power 233] (12/6 cooldown) warded elven-wood wand of firewall [power 233] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +3 blight / +5 fire / +3 cold Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 233 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of conjuration [power 241] (12/10 cooldown) warded yew wand of conjuration [power 241] (12/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +3 temporal / +3 blight / +1 fire / +2 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 120-241), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Flame the Skeleton Archmage level 19
76th Pyre 122nd year of Ascendancy at 01:51 see stats
Level 10
Got a character to level 10.By Flame the Skeleton Archmage level 10
75th Pyre 122nd year of Ascendancy at 00:41 see stats
Level 20
Got a character to level 20.By Flame the Skeleton Archmage level 20
76th Pyre 122nd year of Ascendancy at 05:35 see stats
Level 30
Got a character to level 30.By Flame the Skeleton Archmage level 30
77th Pyre 122nd year of Ascendancy at 23:33 see stats
Size matters
Did over 600 damage in one attack.By Flame the Skeleton Archmage level 24
77th Pyre 122nd year of Ascendancy at 00:55 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Flame the Skeleton Archmage level 22
76th Pyre 122nd year of Ascendancy at 16:52 see stats
Log
Flame's cleansing fire area effect killed Green ooze!
Flame's cleansing fire area effect killed Green ooze!
Green ooze misses Flame.
Naga myrmidon uses Stunning Blow.
Your shield crumbles under the damage!
The shield around Flame crumbles.
Flame is stunned!
Naga myrmidon hits Flame for (70 absorbed), 127 physical (127 total damage).
Naga myrmidon stops regenerating health quickly.
Burning from Flame hits Naga myrmidon for 18 fire damage.
Flame's cleansing fire area effect hits Green ooze for 16 fire damage.
Flame's cleansing fire area effect hits Green ooze for 16 fire damage.
Flame's cleansing fire area effect hits Naga myrmidon for 16 fire damage.
Flame's cleansing fire area effect hits Naga myrmidon for 10 fire damage.
Flame uses Re-assemble.
Flame receives 480 healing from Re-assemble.
Naga myrmidon hits Flame for 189 physical damage.
Burning from Flame hits Naga myrmidon for 15 fire damage.
Green ooze misses Flame.
Green ooze hits Flame for 3 nature damage.
Flame's cleansing fire area effect hits Green ooze for 16 fire damage.
Flame's cleansing fire area effect hits Green ooze for 16 fire damage.
Flame's cleansing fire area effect hits Naga myrmidon for 16 fire damage.
Flame's cleansing fire area effect hits Naga myrmidon for 10 fire damage.
Naga myrmidon uses Stunning Blow.
Naga myrmidon hits Flame for 134 physical damage.
Naga myrmidon hits Flame for 219 physical, 26 arcane (245 total damage).
Flame the level 31 skeleton archmage was smashed to death by a naga myrmidon on level 43 of The Arena.
Naga myrmidon killed Flame!
