Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Necromancer |
| Level / Exp | 36 / 92% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 24.845727509167 (base 11) |
| Dexterity | 25.845727509167 (base 11) |
| Constitution | 28 (base 28) |
| Magic | 67 (base 60) |
| Willpower | 57 (base 47) |
| Cunning | 21 (base 20) |
Resources
| Life | 690/690 |
| Mana | 490/490 |
| Souls | 19/19 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 20 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.15 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +13% |
| Acid | +25% |
Offense: Damage Penetration
| Acid | +12% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 25.273002314104 |
| Ranged Defense | 25.273002314104 |
| Fatigue | 1 |
| Physical Save | 26.248002314104 |
| Spell Save | 31.7 |
| Mental Save | 28.15 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Mind | + 13%( 70%) |
| Temporal | + 5%( 70%) |
| Nature | + 7%( 70%) |
| Fire | + 14%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 29% |
| Poison Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 / Animus | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Animus Hoarder |
| talent | Necrotic Aura |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On fingers | conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 Rings can have magical properties. |
| On fingers | treant's stralite ring of tenacity treant's stralite ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +7% nature Physical save: +14 Poison immunity: +14% Disease immunity: +16% Disarm immunity: +29% Pinning immunity: +37% Knockback immunity: +30% Maximum life: +32.00 Rings can have magical properties. |
| Around neck | insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% fire / +14% cold Amulets can have magical properties. |
| In main hand | ethereal elven-wood vilestaff of breaching (25-30 power, 5 apr, acid damage) ethereal elven-wood vilestaff of breaching (25-30 power, 5 apr, acid damage)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: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +20 Damage when the wearer hits(melee): 8 % chance of confusion Changes resistances penetration: +12% acid Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower: +17 Spell crit. chance: +4% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
| On head | grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
| 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. |
| Cloak | regal cashmere cloak of the Shaloren (2 def, 0 armour) regal cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Mag / +5 Wil Mental save: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tormentor's silk robe of the mind (+13%) (3 def, 0 armour) tormentor's silk robe of the mind (+13%) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +1 Cun Changes resistances: +13% mind Changes damage: +13% mind Critical mult.: +14.00% Hate when firing a critical mind attack: +3.00 Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the warrior (heal 185 over 5 turns) regeneration infusion of the warrior (heal 185 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune (118 lightning damage) lightning rune (118 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 39.33 to 118.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
lightning rune (218 lightning damage) lightning rune (218 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.0 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 72.67 to 218.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 13; power 28; dur 7) phase door rune (range 13; power 28; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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. |
clarifying gold amulet of the fish clarifying gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% mind / +12% cold Allows you to breathe in: water Confusion immunity: +25% Amulets can have magical properties. |
cleansing gold amulet cleansing gold amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% nature / +13% blight Poison immunity: +34% Disease immunity: +20% Amulets can have magical properties. |
savior's voratun amulet savior's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +19 Spell save: +17 Mental save: +19 Amulets can have magical properties. |
serendipitous steel amulet of teleportation serendipitous steel amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 Defense: +5 Changes stats: +7 Lck Teleport immunity: +50% It can be used to teleports you randomly (rad 30), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +12% light Blindness immunity: +20% Amulets can have magical properties. |
mule's steel ring of arcana(+0.14/turn) mule's steel ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Silence immunity: +22% Mana each turn: +0.14 Rings can have magical properties. |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +6 Rings can have magical properties. |
elemental voratun greatsword of massacre (74-118.4 power, 4 apr) elemental voratun greatsword of massacre (74-118.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.0 - 118.4 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% Special effect when this weapon hits: random elemental effect Damage conversion: 24% fire / 22% cold / 27% lightning / 22% acid Massive two-handed swords. |
ash magestaff 'Ivewyn' (15-18 power, 3 apr, lightning damage) ash magestaff 'Ivewyn' (15-18 power, 3 apr, lightning damage)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +16 blight When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 6 blinding light Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +13 Spell crit. chance: +2% Light radius: +3 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 64.75 light damage. Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elm vilestaff of might (10-12 power, 2 apr, darkness damage) bloodlich's elm vilestaff of might (10-12 power, 2 apr, darkness damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Cun / +2 Con Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Vim when firing critical spell: +4.00 Maximum vim: +24.00 Spellpower: +3 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
psychic's orichalcum trident of gravity (50.5-80.8 power, 16 apr) psychic's orichalcum trident of gravity (50.5-80.8 power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 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% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +17 gravity When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes damage: +18% physical Mindpower: +18 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious voratun waraxe of projection (40-56 power, 6 apr) insidious voratun waraxe of projection (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +8 mind / +33 insidious poison It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
slime-covered voratun waraxe of projection (39-54.6 power, 6 apr) slime-covered voratun waraxe of projection (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +7 mind / +20 nature slow It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
linen robe of the mind (+10%) (0 def, 0 armour) linen robe of the mind (+10%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
invigorating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) invigorating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: -4% Stamina each turn: +0.40 Maximum life: +38.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
archer's dwarven-steel gauntlets (0 def, 2 armour) archer's dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +7 Armour: +2 Changes stats: +3 Cun / +2 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
bladed voratun helm (0 def, 5 armour) bladed voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str Damage when the wearer is hit: 8 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 37.31 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Muckrazor the steel mail armour (2 def, 6 armour) Muckrazor the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 24 physical Changes resistances: +20% lightning / +5% arcane Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +2 A suit of armour made of mail. |
Sanguine Shield (14 def, 4 armour, 220 block) Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
overpowered dragonbone totem of thorny skin [power 148] (32 cooldown) overpowered dragonbone totem of thorny skin [power 148] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 6 turns increasing armour by 148 and armour hardiness by 70%, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
volcanic dragonbone wand of detection [power 13] (15 cooldown) volcanic dragonbone wand of detection [power 13] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +2 Volcano It can be used to detect the presence of creatures around you (rad 13), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Darth Ninux the Skeleton Necromancer level 18
76th Pyre 122nd year of Ascendancy at 00:01 see stats
Arena Battler 50
Got to wave 50 in the arena.By Darth Ninux the Skeleton Necromancer level 32
79th Pyre 122nd year of Ascendancy at 03:13 see stats
Level 10
Got a character to level 10.By Darth Ninux the Skeleton Necromancer level 10
75th Pyre 122nd year of Ascendancy at 04:42 see stats
Level 20
Got a character to level 20.By Darth Ninux the Skeleton Necromancer level 20
76th Pyre 122nd year of Ascendancy at 09:46 see stats
Level 30
Got a character to level 30.By Darth Ninux the Skeleton Necromancer level 30
78th Pyre 122nd year of Ascendancy at 09:30 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Darth Ninux the Skeleton Necromancer level 36
1st Mirth 122nd year of Ascendancy at 09:39 see stats
That was close
Killed your target while having only 1 life left.By Darth Ninux the Skeleton Necromancer level 19
76th Pyre 122nd year of Ascendancy at 09:24 see stats
Log
Today is the 1st Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:33.
