










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 47 / 28% |
Size | big |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 47 on the 11st Haze 122nd year of Ascendancy at 12:49 / 1 |
Primary Stats
Strength | 161 (base 60) |
Dexterity | 59 (base 26) |
Constitution | 85 (base 60) |
Magic | 91 (base 60) |
Willpower | 68 (base 60) |
Cunning | 60 (base 60) |
Resources
Mana | 108/329 |
Negative | 24/163 |
Life | -464/1231 |
Hate | 100/100 |
Equilibrium | 15 |
Vim | 0/254 |
Positive | 90/158 |
Stamina | 143/239 |
Psi | 78/78 |
Healing Factor | 1.9688466269222 |
Regeneration | 79.893368783003 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.186275032655% |
Spell | +16.051048711331% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 77.243619901011 |
See Invisible | 86.243619901011 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 117 |
Accuracy | 65 |
Crit Chance | 68% |
APR | 16 |
Speed | 0.90 |
Offense: Offhand
Damage | 22 |
Accuracy | 65 |
Crit Chance | 66% |
APR | 13 |
Speed | 0.80 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 51% |
Speed | 0.86168975731312 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Lightning | +30% |
Light | +46% |
Darkness | +46% |
Blight | +30% |
Physical | +25% |
Fire | +52% |
All | +21% |
Offense: Damage Penetration
Nature | +31% |
Lightning | +99% |
Light | +42% |
Darkness | +46% |
Blight | +29% |
Cold | +21% |
Fire | +22% |
All | +9% |
Defense: Base
Armour (hardiness) | 69.807113991778 (100%) |
Defense | 74 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 41 |
Mental Save | 40 |
Defense: Resistances
Acid | + 58%( 74%) |
Arcane | + 46%( 74%) |
Cold | + 35%( 54%) |
All | + 41%( 74%) |
Lightning | + 68%( 74%) |
Light | +100%(104%) |
Darkness | + 54%( 74%) |
Physical | + 53%( 74%) |
Fire | +100%(104%) |
Nature | + 54%( 74%) |
Defense: Immunities
Pinning Resistance | 70% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Teleport Resistance | 45% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1526% for 10 turns and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 208 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Energy alchemy | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Glory | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Phantasm | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Umbra | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Phoenix Ascendance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.76 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Force of will | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Night | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agile Combatant | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blur Sight |
talent | Elemental Discord |
talent | Corona |
talent | Phoenix Wings |
talent | Chant of Fortress |
talent | Charged Shield |
talent | Thunderstorm |
talent | Stone Vines |
talent | Forge Shield |
talent | Feather Wind |
talent | Deflection |
talent | Phoenix Soul |
talent | Beyond the Flesh |
talent | Searing Sight |
talent | Aura of Protection |
talent | Hymn Nocturnalist |
talent | Disciple of Dusk |
talent | Phoenix Heart |
talent | Path of Light |
talent | Umbral Soul |
talent | Kinetic Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Phantasmal Shield |
talent | Radiant Soul |
talent | Gloom |
talent | Phoenix Blood |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
beneficial effect | The target stands strong, increasing all resistances by 16.2% and resistance caps by 3.5%. Eternal Warrior |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target is recovering 55 life each turn. Recovery |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 12%. Strength and Willpower are increased by 5. Poisons and diseases have a 29% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Absorbs 20 damage from the next blockable attack. Currently Blocking: Acid, Physical, Cold. Forge Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 have explored the Old Forest and vanquished Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 462. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed multi-hued wyrm scale. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed orc heart. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Base power: 64.0 - 96.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Soul Rot (10% chance level 1). On weapon crit: * wounds the target for 7 turns: 24 bleeding, 73% reduced healing When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +17.0% Physical power: +17 (+3 eff.) Defense: +13 (+3 eff.) Damage (Melee): 8 light Damage when hit (Melee): 8 blight Changes resistances: +10% all Changes resistances penetration: +17% nature / +5% light Changes damage: +3% blight Disarm immunity: +55% Light radius: +2 Massive two-handed mauls. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str / +3 Wil Changes damage: +4% physical Life regen: +0.40 Light radius: +1 When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +12 physical Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +14 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 30% chance to corrode armour by 30% * 10% chance to disease Damage when hit (Melee): 16 acid / 8 blight Changes resistances: +9% acid Changes resistances penetration: +10% blight / +9% all Changes damage: +9% acid / +6% blight Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent 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: * 30% chance to corrode armour by 30% Damage (Melee): 16 acid / 8 light Changes resistances: +20% acid / +9% fire / +10% cold / +9% lightning Changes resistances penetration: +15% light Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Lck / +1 Dex Talent mastery: +0.30 Celestial / Glory Maximum encumbrance: +29 Physical save: +8 (+2 eff.) Infravision radius: +2 See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 32% chance to daze at end of turn Damage (Melee): 20 nature Damage when hit (Melee): 8 nature / 8 lightning Changes resistances: +15% lightning Changes resistances penetration: +20% lightning Changes damage: +3% lightning Talent on hit(mindpower): Mana Clash (5% chance level 1). It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Damage (Melee): 8 acid / 4 lightning Changes resistances: +9% lightning Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +4% all Spellpower: +6 (+2 eff.) Mindpower: +8 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour Hardiness: +15% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes damage: +5% all Mental save: +9 (+3 eff.) Disease immunity: +10% Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +10% blight Talent mastery: +0.26 Celestial / Radiance Critical mult.: +15.00% Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +40% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +20 arcane When wielded/worn: Accuracy: +27 (+6 eff.) Physical crit. chance: +15.0% Defense: +15 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +9 Dex Disarm immunity: +49% One-handed war axes. |
Around waist | ![]() Requires: Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% arcane / +6% darkness Changes resistances penetration: +20% lightning Disease immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Maximum life: +43.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 15.5 - 17.1 Uses stat: 60% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 125% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Damage (Melee): 8 fire Changes resistances: +15% darkness / +18% fire Changes resistances penetration: +25% darkness Changes damage: +6% fire Sharp, long and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+3 eff.) Changes resistances: +9% nature Grants telepathy: Humanoid/Orc Physical save: +21 (+5 eff.) Teleport immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +12% lightning / +17% fire / +12% nature Changes resistances penetration: +25% lightning / +5% nature A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 573% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 73%, your defense is increased by 73 and all your resistances by 73%. Its effects scale with your Strength 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 ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() dwarven-steel battleaxe (32.5-48.75 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() hateful stralite greatmaul of nature (55.5-83.25 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +19% Living When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +12% nature Massive two-handed mauls. |
![]() stralite longsword (34.5-48.3 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
![]() pulsing mindstar 'Alolathagund' (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 acid / 9 mind / 8 darkness Changes resistances: +6% acid / +1% physical / +6% temporal / +2% all Changes damage: +6% blight / +9% mind / +8% darkness Maximum mana: +100.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
![]() warbringer's stralite rapier of massacre (40-56 power, 6 apr) Requires: - Cunning 35 Crafted by a master 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 40.0 - 56.0 Uses stat: 84% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% This is a bardic weapon. When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +9% physical Disarm immunity: +22% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +0.80 Maximum stamina: +24.00 A pair of boots made of leather. |
![]() Gilrariwyn the Bogmistress (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage (Melee): 16 acid Damage when hit (Melee): 12 nature / 20 acid Changes stats: +5 Con Changes resistances: +18% nature / +9% acid Changes damage: +15% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +18 (+4 eff.) Fatigue: +16% Damage when hit (Melee): 12 darkness Changes stats: +4 Cun Changes resistances: +9% lightning / +34% cold / +6% darkness Changes damage: +3% darkness Mental save: +12 (+4 eff.) Life regen: +3.40 Maximum life: +62.00 Healing mod.: +29% A suit of armour made of mail. |
![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dragonbone harp 'Xanawen' (23 melee - 23 ranged sound damage) dragonbone harp 'Xanawen' (23 melee - 23 ranged sound damage)Requires: - Cunning 48 Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 5 Base power: 9.0 - 10.8 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Physical power: +16 (+3 eff.) Damage (Melee): 23 sound / 12 arcane Damage (Ranged): 23 sound Changes stats: +5 Str / +3 Cun Changes damage: +18% darkness / +16% sound Talent granted: +5 Pluck Strings Spell save: +9 (+3 eff.) Mental save: +7 (+2 eff.) Maximum mana: +40.00 Spellpower: +15 (+4 eff.) Mindpower: +21 (+7 eff.) Mental crit. chance: +7% Damage Shield penetration: +50% Maximum melody: +60.00 A small string instrument. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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, costing 101 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. |
![]() Powered 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), costing 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. |
Achievements
By Maelstrom the Cornac Adventurer level 40
74th Dusk 122nd year of Ascendancy at 17:27 see stats
By Maelstrom the Cornac Adventurer level 33
38th Dusk 122nd year of Ascendancy at 11:36 see stats
By Maelstrom the Cornac Adventurer level 44
10th Haze 122nd year of Ascendancy at 19:28 see stats
By Maelstrom the Cornac Adventurer level 43
5th Haze 122nd year of Ascendancy at 05:00 see stats
By Maelstrom the Cornac Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 07:38 see stats
By Maelstrom the Cornac Adventurer level 41
1st Haze 122nd year of Ascendancy at 04:11 see stats
By Maelstrom the Cornac Adventurer level 40
62nd Dusk 122nd year of Ascendancy at 00:26 see stats
By Maelstrom the Cornac Adventurer level 40
62nd Dusk 122nd year of Ascendancy at 04:56 see stats
By Maelstrom the Cornac Adventurer level 22
18th Dusk 122nd year of Ascendancy at 13:09 see stats
By Maelstrom the Cornac Adventurer level 10
7th Flare 122nd year of Ascendancy at 13:02 see stats
By Maelstrom the Cornac Adventurer level 20
18th Dusk 122nd year of Ascendancy at 05:24 see stats
By Maelstrom the Cornac Adventurer level 30
36th Dusk 122nd year of Ascendancy at 05:36 see stats
By Maelstrom the Cornac Adventurer level 40
61st Dusk 122nd year of Ascendancy at 19:41 see stats
By Maelstrom the Cornac Adventurer level 40
77th Dusk 122nd year of Ascendancy at 17:40 see stats
By Maelstrom the Cornac Adventurer level 42
1st Haze 122nd year of Ascendancy at 06:54 see stats
By Maelstrom the Cornac Adventurer level 8
5th Flare 122nd year of Ascendancy at 04:04 see stats
By Maelstrom the Cornac Adventurer level 12
10th Flare 122nd year of Ascendancy at 03:48 see stats
By Maelstrom the Cornac Adventurer level 30
36th Dusk 122nd year of Ascendancy at 18:22 see stats
By Maelstrom the Cornac Adventurer level 16
14th Dusk 122nd year of Ascendancy at 19:52 see stats
By Maelstrom the Cornac Adventurer level 31
38th Dusk 122nd year of Ascendancy at 09:33 see stats
Log
Overpowered greater multi-hued wyrm breathes poison!
Overpowered greater multi-hued wyrm speeds up.
Maelstrom receives 7 healing from Phoenix Soul.
Overpowered greater multi-hued wyrm hits Maelstrom for (31 to psi shield), (5 deflected), 7 nature (7 total damage).
Maelstrom's Beyond the Flesh performs a melee critical strike against Overpowered greater multi-hued wyrm!
Overpowered greater multi-hued wyrm shrugs off the effect 'Numbing Darkness'!
You revel in attacking a weakened foe! (+2 hate)
Overpowered greater multi-hued wyrm is invigorated by the attack!
Overpowered greater multi-hued wyrm hits Maelstrom for (3 to psi shield), (1 deflected), 1 lightning, 0 fire, (10 blocked), 0 cold, (11 blocked), 0 acid (1 total damage).
Maelstrom receives 98 healing.
Maelstrom hits Overpowered greater multi-hued wyrm for 13 light damage.
Maelstrom hits Overpowered greater multi-hued wyrm for 36 light damage.
Maelstrom's Beyond the Flesh hits Overpowered greater multi-hued wyrm for 215 physical, 5 lightning, 3 fire, 19 nature, 14 acid, 2 physical, 19 light, 51 darkness (329 total damage).
Thunderstorm hits Overpowered greater multi-hued wyrm for (35 mitigated), 43 lightning (43 total damage).
Hymn of Shadows hits Overpowered greater multi-hued wyrm for 53 darkness damage.
Overpowered greater multi-hued wyrm speeds up.
Fading hits Overpowered greater multi-hued wyrm for 50 damage.
Overpowered greater multi-hued wyrm hits Maelstrom for (3 to psi shield), (1 deflected), 1 lightning, 0 fire, (10 blocked), 0 cold, (11 blocked), 0 acid, (3 to psi shield), (1 deflected), 1 lightning, 0 fire, (10 blocked), 0 cold, (11 blocked), 0 acid (2 total damage).
Maelstrom hits Overpowered greater multi-hued wyrm for (11 mitigated), 81 physical, (2 mitigated), 15 arcane, (1 mitigated), 4 lightning, (0 mitigated), 3 fire, (3 mitigated), 16 nature, (2 mitigated), 13 acid, (0 mitigated), 2 physical, (3 mitigated), 16 light, (1 mitigated), 9 physical, (2 mitigated), 12 lightning, (1 mitigated), 4 lightning, (0 mitigated), 3 fire, (3 mitigated), 16 nature, (2 mitigated), 12 acid, (0 mitigated), 2 physical, (3 mitigated), 16 light (225 total damage).
Overpowered greater multi-hued wyrm uses Ice Claw.
Overpowered greater multi-hued wyrm performs a melee critical strike against Maelstrom!
You have deflected 35 incoming damage!
You fight through the pain! (+30 hate)
Maelstrom is recovering from the damage!
Overpowered greater multi-hued wyrm performs a melee critical strike against Maelstrom!
Your hatred grows even as your life fades! (+34 hate)
Overpowered greater multi-hued wyrm shrugs off the effect 'Intimidated'!
Saving game...