Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 48 / 91% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 55 (base 40) |
Constitution | 20 (base 10) |
Magic | 88 (base 60) |
Willpower | 19 (base 10) |
Cunning | 71 (base 33) |
Resources
Life | 1288/1288 |
Mana | 236/247 |
Stamina | 113/264 |
Healing Factor | 1.2289473684211 |
Regeneration | 18.741447368421 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 179 |
Accuracy | 61 |
Crit Chance | 65% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 85 |
Accuracy | 61 |
Crit Chance | 68% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +33% |
Nature | +27% |
Darkness | +5% |
Fire | +34% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (58.391959798995%) |
Defense | 58 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 42 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 39%( 70%) |
Light | + 39%( 80%) |
Nature | + 40%( 70%) |
Fire | + 27%( 70%) |
Cold | + 30%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 19% |
Poison Resistance | 36% |
Disarm Resistance | 29% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 995% for 10 turns (89 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 439 damage for 5 turns. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Feather Wind |
talent | Shock Hands |
talent | Thunderstorm |
talent | Shielding |
talent | Arcane Combat |
beneficial effect | The target is surrounded by a magical shield, absorbing 290/312 damage before it crumbles. Damage Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 feet | Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 80 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | alchemist's lamp of health alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +49.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | elven-silk wizard hat of fire (+16%) (3 def, 0 armour) elven-silk wizard hat of fire (+16%) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +16% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
On hands | heroic hardened leather gloves of dexterity (+2) (0 def, 6 armour) heroic hardened leather gloves of dexterity (+2) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +6 Changes stats: +2 Dex Mental save: +5 (+2 eff.) Maximum life: +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | overpowered elven-wood wand of shielding [power 560] (16/26 cooldown) overpowered elven-wood wand of shielding [power 560] (16/26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 757 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savage's voratun ring of life savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+6 eff.) Life regen: +15.00 Maximum life: +82.00 Maximum stamina: +40.00 Healing mod.: +15% Rings can have magical properties. |
On fingers | rogue's voratun ring of misery rogue's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 20 Damage (Ranged): 6 physical Changes stats: +11 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | savior's gold amulet of the eclipse savior's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 11 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 17% * 7% chance to blind Changes damage: +8% light / +5% darkness Physical save: +13 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Amulets can have magical properties. |
In main hand | balanced voratun waraxe of evisceration (39.5-55.3 power, 6 apr) balanced voratun waraxe of evisceration (39.5-55.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +13.0% Physical power: +7 (+1 eff.) Defense: +13 (+3 eff.) Disarm immunity: +29% One-handed war axes. |
Around waist | drakeskin leather belt of valiance drakeskin leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +11 (+4 eff.) Maximum life: +76.00 A belt that goes around your waist. |
In off hand | voratun dagger (39-50.7 power, 9 apr) voratun dagger (39-50.7 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+5 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | verdant silk robe of nature (+31%) (0 def, 0 armour) verdant silk robe of nature (+31%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +31% nature / +13% all Changes damage: +27% nature Poison immunity: +36% Disease immunity: +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun battleaxe of torment (55.5-83.25 power, 4 apr) voratun battleaxe of torment (55.5-83.25 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed battleaxes. |
elemental voratun greatsword of phasing (62.5-100 power, 27 apr) elemental voratun greatsword of phasing (62.5-100 power, 27 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 100 cold damage (1/turn) Damage Shield penetration (this weapon only): +24% When wielded/worn: Changes resistances penetration: +35% cold Changes damage: +19% cold Massive two-handed swords. |
truestriking voratun greatsword of torment (62.5-100 power, 4 apr) truestriking voratun greatsword of torment (62.5-100 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +16 Changes resistances penetration: +14% physical Massive two-handed swords. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr) Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+10 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +3.30 Maximum life: +32.00 Healing mod.: +11% A suit of armour made of leather. |
dwarven-steel plate armour of command (11 def, 17 armour) dwarven-steel plate armour of command (11 def, 17 armour)Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +11 (+3 eff.) Fatigue: +22% Changes stats: +4 Cun Mental save: +16 (+6 eff.) A suit of armour made of metal plates. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
powerful elven-wood wand of lightning storm [power 362] (16/15 cooldown) powerful elven-wood wand of lightning storm [power 362] (16/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (396 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. 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
By Zephyril, Challenger the Shalore Arcane Blade level 27
76th Pyre 122nd year of Ascendancy at 05:43 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 41
79th Pyre 122nd year of Ascendancy at 05:50 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 23
75th Pyre 122nd year of Ascendancy at 22:44 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 10
74th Pyre 122nd year of Ascendancy at 17:31 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 20
75th Pyre 122nd year of Ascendancy at 10:16 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 30
76th Pyre 122nd year of Ascendancy at 19:55 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 40
78th Pyre 122nd year of Ascendancy at 19:03 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 48
1st Mirth 122nd year of Ascendancy at 12:39 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 21
75th Pyre 122nd year of Ascendancy at 17:36 see stats
By Zephyril, Challenger the Shalore Arcane Blade level 13
75th Pyre 122nd year of Ascendancy at 01:43 see stats
Log
Zephyril, Challenger casts Lightning.
Bleeding from Zephyril, Challenger hits Rej Arkatis for 23 physical damage.
Zephyril, Challenger hits Rej Arkatis for 115 physical, 4 physical, 5 light, 12 lightning, 12 fire, 5 darkness, 229 lightning, 258 physical, 4 physical, 5 light, 12 lightning, 12 fire, 5 darkness, 154 lightning, 62 arcane (894 total damage).
Deep Wound from Zephyril, Challenger hits Rej Arkatis for 54 physical damage.
Rej Arkatis uses Infusion: Regeneration.
Rej Arkatis starts regenerating health quickly.
Rej Arkatis's fire area effect hits Zephyril, Challenger for (22 absorbed), 0 fire (0 total damage).
Zephyril, Challenger uses Heartseeker.
Zephyril, Challenger performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Insane (Roguelike) difficulty)!
Zephyril, Challenger performs a melee critical strike against Rej Arkatis!
The shield around Zephyril, Challenger crumbles.
Zephyril, Challenger slows down.
Talent Inner Power is ready to use.
Zephyril, Challenger hits Rej Arkatis for 404 physical damage.
Zephyril, Challenger killed Rej Arkatis!
A shield forms around Zephyril, Challenger.
Rej Arkatis's fire area effect hits Zephyril, Challenger for (22 absorbed), 0 fire (0 total damage).
Zephyril, Challenger deactivates Feather Wind.
Zephyril, Challenger deactivates Shock Hands.
Zephyril, Challenger deactivates Arcane Combat.
Zephyril, Challenger deactivates Arcane Feed.
Zephyril, Challenger deactivates Shielding.
The shield around Zephyril, Challenger crumbles.
Zephyril, Challenger deactivates Thunderstorm.
The furious lightning storm around Zephyril, Challenger calms down and disappears.
Zephyril, Challenger deactivates Fiery Hands.