











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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 | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 22 / 34% |
| Size | big |
| Lifes / Deaths | Killed by Areth the rogue at level 22 on the 65th Dusk 122nd year of Ascendancy at 14:35 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 24 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 74 (base 51) |
| Cunning | 70 (base 46) |
Resources
| Life | -266/675 |
| Steam | 100/100 |
| Equilibrium | 60 |
| Psi | 104/164 |
| Healing Factor | 1.144804467222 |
| Regeneration | 4.8654189856935 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 16 |
| See Invisible | 17 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 59 |
| Crit Chance | 31% |
| APR | 40 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 59 |
| Crit Chance | 32% |
| APR | 38 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Acid | +3% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +13% |
Defense: Base
| Armour (hardiness) | 65.521305378697 (73.607947236566%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 15 |
| Physical Save | 26 |
| Spell Save | 41 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 8%( 70%) |
| Mind | + 9%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 9%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 68%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Silence Resistance | 10% |
| Confusion Resistance | 30% |
| Knockback Resistance | 10% |
| Stun Resistance | 51% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 50%. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Psionic / Absorption | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Psionic focus | truestriking iron greatsword of projection (125% power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +7% physical Massive two-handed swords. |
| On hands | hardened leather gloves 'Lisobeth' (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Physical power: +12 (+4 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +2 Wil Changes resistances: +11% blight / +6% acid Changes damage: +3% acid Spell save: +32 (+11 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). On weapon hit: * 26% chance to slow global speed by 59% * 23% chance to reduce armor by 10% Damage (radius 2) on crit: +5 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | ErelazilarabCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes stats: +2 Mag / +3 Wil / +4 Cun Blindness immunity: +23% Confusion immunity: +10% Light radius: +7 Infravision radius: +2 See stealth: +6 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. 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 | Yvakira the iron helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Wil / +6 Cun Changes resistances: +6% blight / +10% physical Physical save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +20% Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Emelulaith the pair of hardened leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +5 Changes stats: +2 Str / +5 Dex / +2 Con / +6 Lck Critical mult.: +20.00% Stealth bonus: +5 A pair of boots made of leather. |
| Tool | Malista the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +8 Changes stats: +1 Str Changes resistances: +6% mind Pinning immunity: +10% Life regen: +4.00 Infravision radius: +1 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 31 Damage (Ranged): 5 physical Changes stats: +6 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 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 48%. Rings make your fingers look great! |
| On fingers | Searhacker the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Wil Changes damage: +15% fire Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Elidhesenne the dwarven-steel mace (144% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex Changes resistances: +6% lightning / +3% temporal / +6% nature / +9% blight Combat speed: +10% Blunt and deadly. |
| Around waist | hardened leather belt 'Gunidur'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Defense: +10 (+5 eff.) Changes stats: +4 Dex / +3 Wil / +5 Cun Changes resistances penetration: +10% mind Mental save: +6 (+2 eff.) Silence immunity: +10% Equilibrium when hit: +0.20 Mental crit. chance: +12% A belt that goes around your waist. |
| In off hand | truestriking iron longsword of enduring (120% power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Changes stats: +6 Con / +6 Wil Changes resistances penetration: +6% physical Maximum life: +18.00 Sharp, long, and deadly. |
| Cloak | Getykalthorand the Tundraclash (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +31 (+9 eff.) Armour penetration: +5 Physical power: +10 (+3 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 6 cold Changes stats: +3 Dex / +3 Cun / +1 Con Changes damage: +6% physical Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Elenedurath' (2 def, 23 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +23 Defense: +2 (+1 eff.) Fatigue: +13% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 30 physical Changes resistances: +5% physical / +5% arcane / +15% fire Physical save: +12 (+6 eff.) Maximum life: +80.00 A suit of armour made of mail. |
Inventory
medical injector implant of the warrior (efficiency 97% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 51%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 82; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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. |
regeneration infusion of the psychic (heal 313; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Willpower 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. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; temporal, light, fire, physical, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 temporal, 5 light, 5 fire, 3 physical, 5 cold 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. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
Drake's Bane (165% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+5 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
steel battleaxe 'Clouddash' (134% power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 nature Damage (radius 2) on crit: +4 cold When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +12% acid / +10% lightning / +12% cold / +10% fire / +3% all Changes damage: +15% lightning Spell save: +9 (+3 eff.) Massive two-handed battleaxes. |
Loridradar the Furnacebreacher (121% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 31 Damage (Melee): +7 mind / +16 light Damage (radius 2) on crit: +8 acid When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% fire Changes damage: +6% acid Sharp, long, and deadly. |
thorny mindstar 'Isluth' (94% power, 26 apr, nature damage) =+9 CON=Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +9 Con Changes resistances: +4% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Disease immunity: +16% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Chydir' (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Damage (Melee): 3 lightning / 4 physical / 3 fire / 3 acid / 4 cold Changes stats: +2 Cun Changes resistances: +3% lightning / +4% physical / +3% fire / +2% blight / +3% cold / +5% arcane / +3% acid Changes damage: +3% nature Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Disease immunity: +10% Teleport immunity: +10% Life regen: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
BalirionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil / +5 Con Critical mult.: +10.00% Spell save: +8 (+3 eff.) Equilibrium when hit: +0.08 Maximum hate: +4.00 Size category: +1 A belt that goes around your waist. |
Skybrace the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +10 Defense: +25 (+12 eff.) Changes resistances: +6% lightning Physical save: +7 (+4 eff.) Stamina each turn: +2.00 Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
Blazerip the cashmere cloak (10 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Cun / +2 Mag Changes resistances penetration: +15% mind Physical save: +16 (+8 eff.) Spell save: +13 (+5 eff.) Mental save: +12 (+4 eff.) Mindpower: +20 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Fuluthel' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +4 Wil Mental save: +9 (+3 eff.) Equilibrium when hit: +0.08 Maximum life: +32.00 Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samuredir the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +4 Str / +1 Dex Changes resistances: +9% darkness Reduces incoming crit damage: 15.00% Life regen: +4.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparknigh the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +5% temporal / +3% mind / +3% blight Changes damage: +9% lightning Reduces incoming crit damage: 10.00% Only die when reaching: -20.00 life A pair of boots made of leather. |
Veliwyn the Moldknight (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +4 Str / +4 Wil / +5 Con Changes resistances penetration: +25% nature Changes damage: +6% physical Maximum hate: +8.00 Size category: +1 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 'Aduba' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Changes resistances penetration: +20% mind Mindpower: +15 (+5 eff.) Light radius: +1 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Polibremina' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -5% Changes resistances: +3% nature / +2% physical Changes damage: +6% physical Critical mult.: +5.00% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Spell save: +3 (+1 eff.) A pair of boots made of leather. |
restful rough leather gloves of war-making (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Critical mult.: +5.00% Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Spell crit. chance: +7% Mental crit. chance: +5% When used to modify unarmed attacks: Power: 120% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Issidur the hardened leather cap (10 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Armour: +6 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes damage: +15% physical Maximum stamina: +20.00 Infravision radius: +3 A cap made of leather. |
Shockkarma the dwarven-steel helm (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +13 Fatigue: +4% Damage when hit (Melee): 4 cold Changes stats: +3 Dex Changes damage: +6% lightning / +15% physical Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turegodur the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes stats: +3 Con Critical mult.: +5.00% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Singegrit' (0 def, 4 armour) =+6 CON=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 59% Damage when hit (Melee): 2 nature / 8 fire Changes stats: +4 Str / +3 Dex / +2 Cun / +6 Con Changes resistances: +12% cold / +9% fire Changes damage: +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel plate armour of the deep (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +1 Wil Changes resistances: +6% acid / +6% cold / +12% darkness / +10% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 168% power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 168% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
63 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Balugar the Rimeoath (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +11% nature / +12% cold Changes resistances penetration: +10% cold Changes damage: +6% nature / +12% cold Critical mult.: +12.00% Maximum life: +25.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful pain suppressor salve [power 220] powerful pain suppressor salve [power 220]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 118% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -220 life and reduces all damage by 18% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Armydechak [power 89] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% blight / +3% lightning / +5% arcane / +12% light Hate when firing a critical mind attack: +1.00 It can be used to setup a psionic shield, reducing all damage taken by 89 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
3 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dominator the Krog Mindslayer level 10
4th Dusk 122nd year of Ascendancy at 17:53 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Dominator the Krog Mindslayer level 10
5th Flare 122nd year of Ascendancy at 16:20 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Dominator the Krog Mindslayer level 20
39th Dusk 122nd year of Ascendancy at 09:59 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Dominator the Krog Mindslayer level 10
5th Flare 122nd year of Ascendancy at 16:22 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dominator the Krog Mindslayer level 18
37th Dusk 122nd year of Ascendancy at 04:41 see stats
Log
Dominator starts regenerating health quickly.
Melee retaliation hits Bandit for 3 cold, 31 physical (34 total damage).
Bandit hits Dominator for (24 to psi shield), (18 resonance), 18 physical (18 total damage).
Melee retaliation killed Bandit!
Dominator's Beyond the Flesh hits Thief for 110 physical, 73 fire, 7 acid, 14 physical, 0 arcane, 3 mind, 15 physical, 16 fire (238 total damage).
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Dominator performs a melee critical strike against Thief!
Dominator hits Thief for 112 physical, 73 fire, 7 acid, 14 physical, 0 arcane, 3 mind, 15 physical, 16 fire, 72 physical, 73 fire, 7 acid, 14 physical, 0 arcane, 3 mind, 15 physical, 16 fire (440 total damage).
Thief deactivates Stealth.
Dominator attunes to the damage.
Dominator is poisoned!
Melee retaliation hits Thief for 5 cold, 32 physical, 3 cold, 23 physical (63 total damage).
Thief hits Dominator for (13 to psi shield), (10 resonance), 10 physical, (2 to psi shield), (3 antimagic), 0 temporal, (6 to psi shield), (4 resonance), 4 physical (14 total damage).
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Dominator hits Thief for 65 physical, 53 fire, 5 acid, 10 physical, 0 arcane, 2 mind, 11 physical, 11 fire, 30 physical, 53 fire, 5 acid, 10 physical, 0 arcane, 2 mind, 11 physical, 11 fire (280 total damage).
Dominator's Beyond the Flesh hits Thief for 68 physical, 53 fire, 5 acid, 10 physical, 0 arcane, 2 mind, 11 physical, 11 fire (161 total damage).
Deadly Poison from Thief hits Dominator for (20 to psi shield), (30 antimagic), 0 nature (0 total damage).
Your resonance field crumbles under the damage!
The psychic field around Dominator crumbles.
Dominator is recovering from the damage!
Dominator is frozen to the ground!
Something hits Dominator for (74 antimagic), (87 resonance), 380 cold (380 total damage).
Thief performs a melee critical strike against Dominator!
Melee retaliation hits Thief for 3 cold, 23 physical, 3 cold, 23 physical (53 total damage).
Thief hits Dominator for (15 to psi shield), 23 physical, (2 to psi shield), (2 antimagic), 0 temporal, (11 to psi shield), 17 physical, (9 to psi shield), (13 antimagic), 0 acid, (9 to psi shield), (13 antimagic), 0 nature (40 total damage).
Areth the rogue's Channel Staff hits Dominator for (74 antimagic), 410 cold (410 total damage).
Dominator the level 22 krog mindslayer was frozen to death by Areth the rogue on level 1 of Unknown tunnels.
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You carry too much--you are encumbered!
Drop some of your items.



























































































































