








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 | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 45 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 45 on the 79th Pyre 122nd year of Ascendancy at 20:22 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 23 (base 12) |
| Constitution | 32 (base 32) |
| Magic | 98 (base 60) |
| Willpower | 80 (base 40) |
| Cunning | 74 (base 49) |
Resources
| Life | -283/766 |
| Mana | 725/838 |
| Soul | 11/16 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 0.29311050404737 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 23 |
| Crit Chance | 34% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Temporal | +5% |
| Fire | +30% |
| Arcane | +5% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (45%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 52 |
| Mental Save | 51 |
Defense: Resistances
| Darkness | + 55%( 70%) |
| Temporal | + 43%( 70%) |
| Fire | + 15%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 60%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 22% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 319 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| 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 (910 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 30% faster, and you are invisible (power 10). |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 | insulating pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +5% cold A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | evasive elven-wood wand of shielding [power 350] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 30 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 7 physical Changes stats: +5 Mag / +5 Wil / +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Mental save: +7 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
| Around waist | noble's hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +19% Summoned Maximum life: +32.00 A belt that goes around your waist. |
| In main hand | cruel dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +3 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +80.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
| On hands | temporal hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane / 9 temporal Damage (Ranged): 7 temporal Changes stats: +5 Mag / +5 Wil Changes resistances: +3% arcane / +7% temporal Changes damage: +5% arcane / +5% temporal Spellpower: +6 (+1 eff.) 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. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+9 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 39, based on Cunning and Magic) for 10 turns Activation costs 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Cloak | resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Amulets make your neck look great! |
Inventory
blink rune (range 5; phase 19; cd 16)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: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
shielding rune (absorb 354; dur 8; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 354 damage for 8 turns. 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. |
ash magestaff of channeling (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.14 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of channeling (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower: +27 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of wizardry (25-30 power, 5 apr, physical 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes damage: +25% physical Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +18 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone vilestaff of might (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +15 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +13% all Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of blight (+20%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +20% blight / +15% all Changes damage: +20% blight / +30% light / +22% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% darkness / +7% physical Changes damage: +8% darkness / +8% physical Maximum hate: +8.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By NecroNight the Shalore Necromancer level 20
75th Pyre 122nd year of Ascendancy at 22:06 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By NecroNight the Lich Necromancer level 37
78th Pyre 122nd year of Ascendancy at 16:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By NecroNight the Shalore Necromancer level 10
74th Pyre 122nd year of Ascendancy at 21:51 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By NecroNight the Shalore Necromancer level 20
75th Pyre 122nd year of Ascendancy at 22:06 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By NecroNight the Lich Necromancer level 30
77th Pyre 122nd year of Ascendancy at 02:55 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By NecroNight the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 01:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By NecroNight the Lich Necromancer level 30
77th Pyre 122nd year of Ascendancy at 10:44 see stats
Log
Lord of Skulls (warrior) performs a melee critical strike against Shadow!
NecroNight deactivates Hiemal Shield.
Shadow casts Fade.
Shadow fades!
Skeleton master archer is dazed!
Lord of Skulls (warrior) is dazed!
Frost Cut from NecroNight hits Ghast for 27 cold damage.
Melee retaliation hits Lord of Skulls (warrior) for (5 absorbed), 0 darkness, (5 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior hits Armoured skeleton warrior for 7 physical, 3 fire (11 total damage).
Lord of Skulls (warrior) hits Shadow for 0 lightning, 0 cold (0 total damage).
Lord of Skulls (warrior) hits Shadow for 0 physical damage.
Lord of Skulls (warrior) hits Lord of Skulls (warrior) for 44 lightning, 35 cold, (546 to bones), 0 physical (80 total damage).
Lord of Skulls (warrior) hits Armoured skeleton warrior for 31 lightning, 26 cold (56 total damage).
Lord of Skulls (warrior) hits Shadow for 0 lightning, 0 cold (0 total damage).
Lord of Skulls (warrior) hits Ghast for 0 physical damage.
Lord of Skulls (warrior) hits Ghast for 0 physical damage.
Lord of Skulls (warrior) hits NecroNight for (23 absorbed), 11 lightning, (13 absorbed), 6 cold, (11 absorbed), 19 lightning, 19 cold, 324 physical (380 total damage).
Lord of Skulls (warrior) hits Skeleton master archer for 44 lightning, 34 cold, 44 lightning, 34 cold, (517 to bones), 0 physical (156 total damage).
Lord of Skulls (warrior) hits Armoured skeleton warrior for 36 lightning, 31 cold (68 total damage).
Ghast is not dazed anymore.
Armoured skeleton warrior can not be healed this way!
Lord of Skulls (warrior) uses Overpower.
NecroNight vanishes from sight.
NecroNight deactivates Secrets of the Eternals.
Lord of Skulls (warrior) performs a melee critical strike against NecroNight!
NecroNight's Hiemal Shield hits Lord of Skulls (warrior) for (20 absorbed), 0 cold (0 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (5 absorbed), 0 darkness, (5 absorbed), 0 cold, (5 absorbed), 0 darkness, (5 absorbed), 0 cold, (5 absorbed), 0 darkness, (5 absorbed), 0 cold (0 total damage).
Lord of Skulls (warrior) hits NecroNight for 259 physical, 143 physical, 31 light (434 total damage).
Armoured skeleton warrior hits Ghast for 15 physical, 12 blight (27 total damage).
NecroNight the level 45 lich necromancer was sun baked to death by a Lord of Skulls (warrior) on level 61 of The Arena.













































































