










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.2 | 
| Addons | Ashes of Urh'Rok 1.6.0Official 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! Possessor Bonus Class 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: | 
| Campaign | Arena | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Corruptor | 
| Level / Exp | 44 / 23% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded7 / 0 | 
Primary Stats
| Strength | 21 (base 10) | 
| Dexterity | 26 (base 24) | 
| Constitution | 22 (base 12) | 
| Magic | 88 (base 60) | 
| Willpower | 51 (base 35) | 
| Cunning | 78 (base 60) | 
Resources
| Life | 863/863 | 
| Vim | 257/257 | 
| Healing Factor | 1.32375 | 
| Regeneration | 0.3309375 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 20 | 
| Crit Chance | 35% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 67 | 
| Crit Chance | 62% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 42 | 
| Crit Chance | 31% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +10% | 
| Physical | +12% | 
| Cold | +11% | 
| Blight | +30% | 
| Arcane | +28% | 
| Fire | 0% | 
| Acid | +10% | 
Offense: Damage Penetration
| Fire | 0% | 
Defense: Base
| Armour (hardiness) | 16 (30%) | 
| Defense | 25 | 
| Ranged Defense | 25 | 
| Fatigue | 0 | 
| Physical Save | 28 | 
| Spell Save | 35 | 
| Mental Save | 32 | 
Defense: Resistances
| Acid | + 29%( 70%) | 
| Physical | + 18%( 70%) | 
| Nature | + 16%( 70%) | 
| Lightning | + 18%( 70%) | 
| Arcane | + 33%( 70%) | 
| Cold | + 27%( 70%) | 
| All | + 11%( 70%) | 
Defense: Immunities
| Silence Resistance | 26% | 
| Bleed Resistance | 40% | 
| Instadeath Resistance | 100% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions 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 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 was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use 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 increase movement speed by 726% 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. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 20 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 160 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Heroism Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -747 life. The duration and life will increase by 1% for every 1% life you have lost (currently 747 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. | 
Class Talents
| Corruption / Blood | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Corruption / Bone | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Corruption / Vim | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Blight | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Corruption / Sanguisuge | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Plague | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
Generic Talents
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Corruption / Curses | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Corruption / Torment | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Corruption / Hexes | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
| 
 | 1/1 | 
Effects
| talent | Blood Fury | 
| talent | Secrets of the Eternals | 
| talent | Overkill | 
| talent | Dark Ritual | 
| talent | Bone Shield | 
Quests
| Seeking wealth, glory, and a great fight, you challenge the Arena!The Arena Can you defeat your foes and become Master of Arena? | completed | 
Equipment
| On feet |  Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 232 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. | 
| Light source |  brass lantern 2.00 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 |  leafwalker's 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: +6% nature Spell save: +3 (+2 eff.) Maximum life: +47.00 Healing mod.: +10% A cap made of leather. | 
| Tool |  cleansing dragonbone totem of healing [power 468]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 468 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  mule's copper ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +21 Rings can have magical properties. | 
| On fingers |  gladiator's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 27 Damage (Melee): 21 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 27 Damage (Ranged): 26 physical Changes stats: +8 Str / +8 Cun / +10 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. | 
| Around waist |  reinforced drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+6 eff.) Changes stats: +8 Mag / +5 Wil Physical save: +21 (+10 eff.) Spell crit. chance: +5% A belt that goes around your waist. | 
| In main hand |  blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, blight 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: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.26 Vim when firing critical spell: +4.00 Maximum vim: +26.00 Spellpower: +37 (+9 eff.) Spell crit. chance: +13% 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. | 
| On hands |  rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane 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 |  stormwoven cashmere robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +8 Mag / +8 Wil Changes resistances: +8% lightning / +8% cold / +11% all Changes damage: +10% lightning / +12% physical / +11% cold Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +8 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  thick linen cloak of Eldoral (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  warrior's stralite amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +8% physical Cut immunity: +40% Stamina each turn: +0.90 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
Inventory
|  wild infusion of the warrior (res 21%; physical; dur 2; cd 15) 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: 15 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. | 
|  blink rune (range 7; phase 15; cd 18) 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: 7 Cooldown: 18 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 15%, your defense is increased by 15 and all your resistances by 15%. 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. | 
|  ethereal rune (power 17; resist 25%; move 41%; dur 5; cd 22) 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: 22 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 25% all resistance, you move 41% faster, and you are invisible (power 17). 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. | 
|  warmaker's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Dex / +4 Wil Amulets can have magical properties. | 
|  savage's gold ring of fire (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% fire Changes damage: +12% fire Spell save: +12 (+6 eff.) Maximum stamina: +10.00 Rings can have magical properties. | 
|  Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+6 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. | 
|  magewarrior's short yew starstaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Physical power: +9 (+4 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +16 (+4 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering elven-wood vilestaff of the prodigy (25-30 power, 5 apr, blight 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Mag / +9 Wil / +11 Cun Changes damage: +25% blight Talent granted: +1 Command Staff Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +65.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. | 
|  potent dragonbone magestaff (36-43.2 power, 6 apr, fire 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: 36.0 - 43.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +36% fire Talent granted: +1 Command Staff Spellpower: +18 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. | 
|  warbringer's stralite battleaxe of massacre (56.5-84.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Physical power: +14 (+7 eff.) Changes stats: +7 Con Changes resistances penetration: +16% physical Disarm immunity: +36% Massive two-handed battleaxes. | 
|  truestriking iron greatsword of shearing (15-24 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +25 (+13 eff.) Armour penetration: +19 Changes resistances penetration: +10% physical / +10% all Massive two-handed swords. | 
|  deep-steel trident of evisceration (27.5-44 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+7 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  noble's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. | 
|  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 67 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. | 
|  moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  337 alchemist agate 0.00 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. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  ash totem of stinging [power 138]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 138 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  cleansing ash wand of lightning storm [power 120]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  soothing yew wand of conjuration [power 150]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 150 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  supercharged yew wand of shielding [power 258]  (26 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 258 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. | 
|  cleansing elven-wood wand of shielding [power 240]  (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 240 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  extending elven-wood wand of conjuration [power 200]  (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 200 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  extending elven-wood wand of shielding [power 330]  (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 330 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  quick elven-wood wand of conjuration [power 200]  (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 200 lightning damage Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  soothing elven-wood wand of shielding [power 270]  (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 270 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 53. 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 (Nightmare (Adventure) difficulty)
			Got to wave 20 in the arena.
			Arena Battler 20 (Nightmare (Adventure) difficulty)
			Got to wave 20 in the arena.By fly guy the Shalore Corruptor level 22
75th Pyre 122nd year of Ascendancy at 23:05 see stats
 Arena Battler 50 (Nightmare (Adventure) difficulty)
			Got to wave 50 in the arena.
			Arena Battler 50 (Nightmare (Adventure) difficulty)
			Got to wave 50 in the arena.By fly guy the Shalore Corruptor level 38
79th Pyre 122nd year of Ascendancy at 00:46 see stats
 Grand Master (Nightmare (Adventure) difficulty)
			Earned the rank of Grand Master in the arena.
			Grand Master (Nightmare (Adventure) difficulty)
			Earned the rank of Grand Master in the arena.By fly guy the Shalore Corruptor level 29
76th Pyre 122nd year of Ascendancy at 20:59 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By fly guy the Shalore Corruptor level 10
74th Pyre 122nd year of Ascendancy at 22:21 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By fly guy the Shalore Corruptor level 20
75th Pyre 122nd year of Ascendancy at 19:53 see stats
 Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Adventure) difficulty)
			Got a character to level 30.By fly guy the Shalore Corruptor level 30
76th Pyre 122nd year of Ascendancy at 21:30 see stats
 Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.
			Level 40 (Nightmare (Adventure) difficulty)
			Got a character to level 40.By fly guy the Shalore Corruptor level 40
79th Pyre 122nd year of Ascendancy at 12:23 see stats
 Master of Arena (Nightmare (Adventure) difficulty)
			Became the new master of the arena in 60-wave mode.
			Master of Arena (Nightmare (Adventure) difficulty)
			Became the new master of the arena in 60-wave mode.By fly guy the Shalore Corruptor level 43
1st Mirth 122nd year of Ascendancy at 05:11 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By fly guy the Shalore Corruptor level 33
77th Pyre 122nd year of Ascendancy at 18:07 see stats
 Ten at one blow (Nightmare (Adventure) difficulty)
			Killed 10 or more enemies in one single attack in the arena.
			Ten at one blow (Nightmare (Adventure) difficulty)
			Killed 10 or more enemies in one single attack in the arena.By fly guy the Shalore Corruptor level 8
74th Pyre 122nd year of Ascendancy at 20:28 see stats
 XXX the Destroyer (Nightmare (Adventure) difficulty)
			Earned the rank of Destroyer in the arena.
			XXX the Destroyer (Nightmare (Adventure) difficulty)
			Earned the rank of Destroyer in the arena.By fly guy the Shalore Corruptor level 16
75th Pyre 122nd year of Ascendancy at 12:47 see stats
Log
Fly guy picks up (l.): deep-steel trident of evisceration (27.5-44 power, 10 apr).
Talent Curse of Defenselessness is ready to use.
Talent Corrosive Worm is ready to use.
Talent Bone Grab is ready to use.
Talent Meteoric Crash is ready to use.
Fly guy is no longer surging arcane power.
Talent Dark Portal is ready to use.
Talent Epidemic is ready to use.
Talent Catalepsy is ready to use.
Talent Burning Hex is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Pacification Hex is ready to use.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained: 
  - Bone Shield
 If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Fly guy deactivates Blood Fury.
Fly guy activates Blood Fury.
Fly guy deactivates Secrets of the Eternals.
Fly guy activates Secrets of the Eternals.
Fly guy deactivates Dark Ritual.
Fly guy activates Dark Ritual.
Fly guy deactivates Overkill.
Fly guy activates Overkill.
Fly guy deactivates Blood Fury.
Fly guy deactivates Dark Ritual.
Fly guy deactivates Bone Shield.
Fly guy deactivates Secrets of the Eternals.
Fly guy deactivates Overkill.










































