





























Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/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 | 44 / 39% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 8 (base 10) | 
| Dexterity | 12 (base 10) | 
| Constitution | 10 (base 10) | 
| Magic | 90 (base 60) | 
| Willpower | 95 (base 60) | 
| Cunning | 76 (base 48) | 
Resources
| Life | 686/686 | 
| Mana | 815/815 | 
| Soul | 8/9 | 
| Healing Factor | 1.0000003099961 | 
| Regeneration | 0.25000007749904 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 13 | 
| See Invisible | 10 | 
| ESP Range | 10 | 
| ESP Kinds | undead | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 6 | 
| Crit Chance | 33% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 75 | 
| Crit Chance | 57% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 66 | 
| Crit Chance | 31% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +13% | 
| Light | +12% | 
| Temporal | +6% | 
| Blight | +15% | 
| Arcane | +23% | 
| Fire | +24% | 
| Physical | +6% | 
Offense: Damage Penetration
| Fire | 0% | 
Defense: Base
| Armour (hardiness) | 12 (30%) | 
| Defense | 17 | 
| Ranged Defense | 17 | 
| Fatigue | 0 | 
| Physical Save | 34 | 
| Spell Save | 65 | 
| Mental Save | 64 | 
Defense: Resistances
| Cold | + 36%( 70%) | 
| Darkness | + 50%( 70%) | 
| Light | + 26%( 70%) | 
| All | + 20%( 70%) | 
Defense: Immunities
| Silence Resistance | 33% | 
| Bleed Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Fear Resistance | 100% | 
| Stun Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 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 190 damage for 4 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.  | 
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 2 times.  | 
| 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 204 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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%. Its effects scale with your Dexterity stat.  | 
Class Talents
| Spell / Glacial waste | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Nightfall | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Dreadmaster | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Death | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Grave | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
  | 5/5 | 
| Spell / Master of bones | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Animus | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Master necromancer | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Spell / Master of flesh | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Undead / Lich | 1.00 | 
  | 3/5 | 
  | 4/5 | 
  | 2/5 | 
  | 4/5 | 
| Spell / Spectre | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
| Spell / Necrosis | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Reaping | 
| talent | Aura of Undeath | 
| talent | Secrets of the Eternals | 
| talent | Spikes of Decrepitude | 
| talent | Grim Shadow | 
| talent | Doomed For Eternity | 
| talent | Hiemal Shield | 
| beneficial effect | Physical power, spellpower and all saves increased by 42. Commander of the Dead | 
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 |  miner's pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 A pair of boots made of leather.  | 
| Light source |  brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  spellwoven elven-silk wizard hat of knowledge (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +6 Cun / +5 Wil Mana each turn: +0.39 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly...  | 
| Tool |  evasive elven-wood wand of shielding [power 362]  (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 362 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 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+1 eff.) Rings make your fingers look great!  | 
| On fingers |  mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Maximum encumbrance: +25 Blindness immunity: +20% Infravision radius: +3 See stealth: +13 See invisible: +10 Rings make your fingers look great!  | 
| Around waist |  noble's hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Damage against: +20% Summoned Reduced damage from: +20% Summoned A belt that goes around your waist.  | 
| In main hand |  cruel ash vilestaff of illumination (15-18 power, 3 apr, blight element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+4 eff.) Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Light radius: +2 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 and deals 113.67 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.  | 
| On hands |  alchemist's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +5 Mag / +3 Wil / +3 Cun Changes resistances: +7% light / +7% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 92.06 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  shimmering elven-silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +15% all Changes damage: +23% arcane Silence immunity: +33% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +79.00 Spellpower: +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak |  resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  starseer's gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 30% * 8% chance to blind Changes stats: +3 Mag Changes damage: +12% light / +6% temporal / +13% darkness / +6% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great!  | 
Inventory
 blink rune (range 7; phase 14; cd 17)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: 17 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 14%, your defense is increased by 14 and all your resistances by 14%. 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.  | 
 teleportation rune of the wizard (range 119; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 119 with a minimum range of 15. Its effects scale with your Magic 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.  | 
 clarifying gold amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% mind Confusion immunity: +25% Amulets make your neck look great!  | 
 cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% nature / +11% blight Poison immunity: +24% Disease immunity: +20% Amulets make your neck look great!  | 
 copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great!  | 
 insulating gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% fire / +15% cold Amulets make your neck look great!  | 
 serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+11 eff.) Defense: +11 (+7 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 14% Amulets make your neck look great!  | 
 starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +22% Cut immunity: +50% Healing mod.: +12% 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 262 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great!  | 
 ash magestaff of might (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art.  | 
 ash starstaff of power (15-18 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
 cruel ash magestaff of power (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +14 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art.  | 
 cruel ash starstaff of illumination (15-18 power, 3 apr, physical element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+4 eff.) Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Light radius: +3 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 and deals 113.67 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.  | 
 earthen elm magestaff (10-12 power, 2 apr, lightning element)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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +10% lightning Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
 elm vilestaff (10-12 power, 2 apr, acid element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
 ethereal dragonbone starstaff of might (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +18 (+10 eff.) Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +16% Damage Shield penetration: +22% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art.  | 
 greater dragonbone starstaff of warding (30-36 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +7 (+5 eff.) Maximum wards: +2 physical / +2 temporal / +2 darkness / +2 light Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talents granted: +3 Ward +1 Command Staff Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
 infernal yew starstaff of wizardry (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes stats: +2 Mag / +3 Wil Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +24.00% Maximum mana: +34.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +3% See invisible: +9 Staves designed for wielders of magic, by the greats of the art.  | 
 shimmering ash vilestaff (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
 grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% lightning / +7% temporal Maximum life: +30.00 A belt that goes around your waist.  | 
 enveloping cashmere cloak of battle (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +7 (+5 eff.) Fatigue: -3% Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 enveloping kruk cloak of protection (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+5 eff.) Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) A stylish kruk-style cloak, to look awesome.  | 
 thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 focusing elven-silk robe of Angolwen (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: +11 Mag / +12 Wil Changes resistances: +15% all Silence immunity: +27% Mana each turn: +0.21 Psi each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +18 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 mindwoven linen robe of blight (+11%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% blight / +7% all Changes damage: +11% blight Mental save: +15 (+4 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 silk robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 silk robe of lightning (+27%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +27% lightning / +13% all Changes damage: +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 timebroken silk robe of time (+13%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +13% all / +13% temporal Changes damage: +15% arcane / +33% temporal Maximum mana: +24.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 verdant silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +9% blight / +13% all Changes damage: +17% nature Poison immunity: +32% Disease immunity: +30% Life regen: +3.10 Maximum life: +66.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+5 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears.  | 
 rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather.  | 
 672 alchemist agate0.00 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.  | 
 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 extending iron torque of clear mind [power 1]  (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers.  | 
 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 innervating elven-wood wand of shielding [power 290]  (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 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
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 (Madness (Roguelike) difficulty)
			Got to wave 20 in the arena.By Xethra the Shalore Necromancer level 24
76th Pyre 122nd year of Ascendancy at 06:20 see stats
			Arena Battler 50 (Madness (Roguelike) difficulty)
			Got to wave 50 in the arena.By Xethra the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 09:33 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Xethra the Shalore 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 Xethra the Shalore Necromancer level 20
75th Pyre 122nd year of Ascendancy at 18:28 see stats
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By Xethra the Lich Necromancer level 30
76th Pyre 122nd year of Ascendancy at 21:58 see stats
			Level 40 (Madness (Roguelike) difficulty)
			Got a character to level 40.By Xethra the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 09:33 see stats
			Master of Arena (Madness (Roguelike) difficulty)
			Became the new master of the arena in 60-wave mode.By Xethra the Lich Necromancer level 43
1st Mirth 122nd year of Ascendancy at 14:42 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By Xethra the Lich Necromancer level 33
77th Pyre 122nd year of Ascendancy at 17:37 see stats
			That was close (Madness (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Xethra the Shalore Necromancer level 16
75th Pyre 122nd year of Ascendancy at 13:18 see stats
Log
Armoured skeleton warrior speeds up.
Bone giant speeds up.
Armoured skeleton warrior speeds up.
Armoured skeleton warrior speeds up.
Skeleton master archer speeds up.
Lord of Skulls (warrior) speeds up.
Skeleton master archer receives 114 healing from Xethra.
Bone giant receives 121 healing from Xethra.
Armoured skeleton warrior receives 92 healing from Xethra.
Armoured skeleton warrior receives 99 healing from Xethra.
Armoured skeleton warrior receives 117 healing from Xethra.
Lord of Skulls (warrior) receives 117 healing from Xethra.
Armoured skeleton warrior slows down.
Lord of Skulls (warrior) slows down.
Bone giant slows down.
Skeleton master archer slows down.
Armoured skeleton warrior slows down.
Armoured skeleton warrior slows down.
Talent Surge of Undeath is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.

































































































