
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Arena |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 50 / 43% |
| Size | small |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 50 on the 1st Mirth 122nd year of Ascendancy at 20:38 / 1 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 19 (base 18) |
| Constitution | 55 (base 60) |
| Magic | 82 (base 60) |
| Willpower | 55 (base 21) |
| Cunning | 77 (base 60) |
Resources
| Life | -1215/693 |
| Mana | 563/668 |
| Soul | 2/18 |
| Healing Factor | 1.3049358927269 |
| Regeneration | 0.32623397318172 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 22 |
| Crit Chance | 25% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 34% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +44% |
| Light | +24% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 5 |
| Physical Save | 38 |
| Spell Save | 47 |
| Mental Save | 57 |
Defense: Resistances
| Blight | + 21%( 70%) |
| Darkness | + 32%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 93 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 296 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 (635 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 2 times. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
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 | scholar's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +2 Mag Spellpower: +7 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
| Light source | alchemist's lamp1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +7% blight Mental save: +11 (+3 eff.) A cap made of leather. |
| Tool | evasive yew wand of shielding [power 242] (3/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 242 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 13% 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 | psionicist's steel ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 19 light Damage (Ranged): 10 light Changes stats: +3 Wil / +2 Mag Changes damage: +10% light Mental save: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 27 Damage (Ranged): 5 physical Changes stats: +1 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| Around waist | reinforced drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +15 (+8 eff.) Physical save: +18 (+6 eff.) A belt that goes around your waist. |
| In main hand | infernal dragonbone starstaff (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Damage (Melee): 34 fire Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower: +24 (+6 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Changes stats: +3 Dex 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 | focusing elven-silk robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +8 Wil Changes resistances: +15% all Changes damage: +14% all Mana each turn: +0.24 Psi each turn: +0.40 Spellpower: +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping cashmere cloak of implacability (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +17 (+6 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
Inventory
healing infusion (heal 92; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 101; dur 4; cd 19)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 101.46 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 of the warrior (absorb 117; dur 4; cd 14)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: 13 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 117 damage for 4 turns. Its effects scale with your Strength 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. |
cruel elven-wood starstaff of illumination (129% power, 5 apr, physical element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x 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: Defense: +13 (+7 eff.) Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +17% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 164.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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% lightning Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff of wizardry (136% 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. Power: 137% Range: 1.2x 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: Armour: +10 Armour Hardiness: +11% Changes stats: +4 Mag / +4 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +11 (+4 eff.) Maximum mana: +27.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of illumination (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +9.0% Physical power: +11 (+11 eff.) Defense: +13 (+7 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 191.72 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of warding (147% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 147% Range: 1.2x 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: Armour: +7 Defense: +6 (+3 eff.) Maximum wards: +2 temporal Changes damage: +38% temporal Talents granted: +3 Ward +1 Command Staff Spellpower: +19 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +5 A belt that goes around your waist. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
spellwoven elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% acid / +16% physical / +16% fire / +15% cold / +15% all Changes damage: +17% acid / +12% physical / +24% fire / +14% cold Talent cooldown: Refit Golem (-5 turns) Spell save: +28 (+9 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
augmenting cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +7% acid / +3% lightning / +5% fire / +3% arcane / +6% cold A pointy cloth hat, very wizardly... |
eldritch elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Mag / +5 Con Changes damage: +11% arcane Mana each turn: +1.80 Mana when hit: +1.60 Maximum mana: +77.00 Spellpower: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
nimble reinforced leather armour of the wind (29 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Armour: +7 Defense: +29 (+15 eff.) Fatigue: +8% Changes stats: +7 Dex Stamina each turn: +1.00 Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 6.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 91 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20 (Madness (Roguelike) difficulty)
Got to wave 20 in the arena.By Tesselation the Lich Necromancer level 26
76th Pyre 122nd year of Ascendancy at 08:38 see stats
Arena Battler 50 (Madness (Roguelike) difficulty)
Got to wave 50 in the arena.By Tesselation the Lich Necromancer level 43
79th Pyre 122nd year of Ascendancy at 13:50 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Tesselation the Yeek Necromancer level 10
75th Pyre 122nd year of Ascendancy at 00:41 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Tesselation the Yeek Necromancer level 20
75th Pyre 122nd year of Ascendancy at 19:40 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Tesselation the Lich Necromancer level 30
76th Pyre 122nd year of Ascendancy at 20:33 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Tesselation the Lich Necromancer level 40
78th Pyre 122nd year of Ascendancy at 19:26 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Tesselation the Lich Necromancer level 50
1st Mirth 122nd year of Ascendancy at 17:43 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Tesselation the Lich Necromancer level 38
78th Pyre 122nd year of Ascendancy at 10:55 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tesselation the Yeek Necromancer level 8
74th Pyre 122nd year of Ascendancy at 22:03 see stats
XXX the Destroyer (Madness (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Tesselation the Lich Necromancer level 50
1st Mirth 122nd year of Ascendancy at 17:59 see stats
Log
A shield forms around armoured skeleton warrior.
Skeleton mage uses Bone Armour.
A shield forms around skeleton mage.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Ghoul speeds up in the retch.
Spikes of Decrepitude hits Lord of Skulls (warrior) for (23 flat reduction), 30 cold, (23 flat reduction), 32 darkness (62 total damage).
Erupting Shadows hits Lord of Skulls (warrior) for (23 flat reduction), 30 darkness (30 total damage).
Ghoul receives 94 healing from Ghoul's purging blight area effect.
Skeleton mage receives 67 healing from Ghoul's purging blight area effect.
Bane of Confusion from Snowblind hits Lord of Skulls (warrior) for (23 flat reduction), 38 darkness (38 total damage).
Snowblind casts Black Ice.
Snowblind's spell attains critical power!
Snowblind hits Lord of Skulls (warrior) for 340 cold damage.
Ghoul receives 94 healing from Ghoul's purging blight area effect.
Skeleton mage receives 33 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior resists Tesselation's 'Bleeding'!
Lord of Skulls (warrior) picks up the remains of its fallen comrade.
Armoured skeleton warrior resists Tesselation's 'Bleeding'!
Shadow starts to bleed.
Ghoul shrugs off Tesselation's 'Bleeding'!
Lord of Skulls (warrior) shatters!
Character control switched to Tesselation.
Spikes of Decrepitude hits Lord of Skulls (warrior) for 49 cold, 51 darkness (100 total damage).
Erupting Shadows hits Lord of Skulls (warrior) for 50 darkness damage.
Melee retaliation hits Armoured skeleton warrior for (18 absorbed), 0 physical, (18 absorbed), 0 physical (0 total damage).
Armoured skeleton warrior hits Lord of Skulls (warrior) for 169 physical, 43 lightning (213 total damage).
Tesselation the level 50 lich necromancer was electrocuted to death by an armoured skeleton warrior on level 61 of The Arena.





















































































