











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Adventuring Party 1.5.1Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Possessor |
Level / Exp | 17 / 60% |
Size | medium |
Lifes / Deaths | Killed by large white snake at level 17 on the 8th Mirth 122nd year of Ascendancy at 04:04 / 1 |
Primary Stats
Strength | 23 (base 14) |
Dexterity | 15 (base 12) |
Constitution | 10 (base 10) |
Magic | 16 (base 10) |
Willpower | 60 (base 42) |
Cunning | 35 (base 29) |
Resources
Life | -50/177 |
Mana | 326/326 |
Psi | 152/352 |
Healing Factor | 1.13 |
Regeneration | 4.5765 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -90% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 5 |
Offense: Mainhand
Damage | 12 |
Accuracy | 48 |
Crit Chance | 16% |
APR | 12 |
Speed | 0.91 |
Offense: Offhand
Damage | 14 |
Accuracy | 48 |
Crit Chance | 16% |
APR | 18 |
Speed | 0.91 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +18% |
Physical | +12% |
Cold | 0% |
Darkness | +3% |
Light | +15% |
Temporal | +4% |
Lightning | +6% |
Mind | +12% |
Fire | +24% |
Nature | +6% |
Offense: Damage Penetration
Lightning | 0% |
Light | +10% |
Physical | +18% |
Cold | 0% |
Arcane | +5% |
Fire | +15% |
Acid | 0% |
Defense: Base
Armour (hardiness) | 10.5 (43.636363636364%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 10 |
Physical Save | 40.69 |
Spell Save | 32.99 |
Mental Save | 43 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 5%( 70%) |
All | 0%( 70%) |
Lightning | + 13%( 70%) |
Light | + 18%( 70%) |
Temporal | + 18%( 70%) |
Darkness | + 19%( 70%) |
Physical | + 12%( 70%) |
Fire | + 18%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 15% |
Confusion Resistance | 10% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/7 |
| 0/12 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Channel Pain |
talent | Premonition |
detrimental effect | The target is poisoned, taking 49.75 nature damage per turn. Damage dealt is reduced by 18%. The source of this effect receives healing equal to 35% of the damage it deals to the target. Deadly Poison |
detrimental effect | The target is on fire, taking 30.20 fire damage per turn. Burning |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target is recovering 5 life each turn. Recovery |
beneficial effect | Mindpower (raw) increased by 60. Sadist |
detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
beneficial effect | Reduces lightning damage received by 13%. Premonition Shield |
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 9% of the way to your next Rank. You have killed: 7 Uniques 5 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
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 |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+6 eff.) Fatigue: -3% Changes resistances: +6% acid / +9% temporal / +3% light Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Poison immunity: +15% Confusion immunity: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +7.0% Capacity: 18 On weapon hit: * 10% chance to create an air burst Travel speed: +400% Damage (Ranged): +16 mind Burst (radius 1) on hit: +20 mind Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 8 arcane / 8 fire Changes stats: +4 Cun Changes resistances: +5% arcane / +12% fire Changes resistances penetration: +5% arcane Changes damage: +12% fire Physical save: +11 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+3 eff.) Light radius: -8 Infravision radius: +5 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 | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical / 16 mind / 12 fire Changes stats: +3 Str / +3 Wil Changes resistances: +7% blight Changes resistances penetration: +15% fire Changes damage: +9% mind / +3% fire Mental save: +7 (+2 eff.) Maximum hate: +2.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 28.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +1 Str Changes resistances: +6% light Changes resistances penetration: +5% light / +12% physical Changes damage: +6% lightning Maximum life: +23.00 Maximum stamina: +17.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Damage (Melee): 8 temporal Damage (Ranged): 5 temporal Changes stats: +3 Wil Changes resistances: +6% temporal Changes damage: +4% temporal Critical mult.: +11.00% Psi when hit: +0.04 Maximum hate: +2.00 Spell crit. chance: +6% Mental crit. chance: +6% Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Wil / +4 Mag Changes resistances: +9% nature / +3% light Changes resistances penetration: +5% light Changes damage: +6% nature / +6% light Physical save: +6 (+2 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 6 physical / 8 nature / 12 fire Changes stats: +3 Wil Changes resistances: +6% physical / +6% fire Changes resistances penetration: +6% physical Changes damage: +6% physical / +9% fire Physical save: +3 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +1% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Main armor | ![]() Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 5 light Changes stats: +5 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +11% blight / +13% darkness Changes damage: +3% darkness Life regen: +2.60 Stamina each turn: +0.80 Light radius: +4 A suit of armour made of mail. |
In off hand | ![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% temporal / +6% nature / +6% darkness Physical save: +24 (+6 eff.) Spell save: +4 (+2 eff.) Mental save: +7 (+2 eff.) Disease immunity: +5% Equilibrium when hit: +1.30 Only die when reaching: -40.00 life Maximum psi: +24.00 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. |
Cloak | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes resistances: +12% blight / +12% nature / +6% light Changes damage: +9% light / +3% mind Mental save: +5 (+1 eff.) Life regen: +1.20 Light radius: +2 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% blight / +6% physical / +6% acid Changes damage: +18% blight / +6% physical / +9% acid Stamina each turn: +0.40 Combat speed: +10% Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% physical / +9% mind / +5% arcane Changes damage: +6% nature / +11% physical Physical save: +9 (+2 eff.) Mental save: +3 (+1 eff.) Poison immunity: +23% Disease immunity: +24% Confusion immunity: +10% Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 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. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Shuroiki the Cornac Possessor level 12
77th Pyre 122nd year of Ascendancy at 01:21 see stats
By Shuroiki the Cornac Possessor level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Shuroiki the Cornac Possessor level 14
1st Mirth 122nd year of Ascendancy at 10:30 see stats
By Shuroiki the Cornac Possessor level 13
78th Pyre 122nd year of Ascendancy at 20:26 see stats
Log
Deadly Poison from Thief hits Shuroiki for (3 dismissed), 0 to psi, 1 nature (1 total damage).
Shuroiki's mind surges with critical power!
Shuroiki is recovering from the damage!
Shuroiki mentally dismisses some damage!
Shuroiki converts some damage to Psi!
Shuroiki hits Thief for 1 acid, 4 physical, 7 light, 2 arcane, 10 mind, 13 fire, 3 nature, 1 acid, 4 physical, 7 light, 2 arcane, 10 mind, 13 fire, 3 nature (80 total damage).
Shuroiki hits Large white snake for 1 acid, 3 physical, 8 light, 3 arcane, 10 mind, 13 fire, 3 nature (41 total damage).
Thief hits Shuroiki for 7 to psi, 40 physical, (17 dismissed), 1 to psi, 6 physical, 1 to psi, 3 lightning (58 total damage).
Large white snake hits Shuroiki for 5 to psi, 25 physical (30 total damage).
Minotaur casts Rune: Heat Beam.
Thief is on fire!
Shuroiki is on fire!
Large white snake misses Shuroiki.
Shuroiki is no longer poisoned.
Shuroiki converts some damage to Psi!
Shuroiki mentally dismisses some damage!
Deadly Poison from Thief hits Shuroiki for (9 dismissed), 1 to psi, 7 nature (9 total damage).
Burning from Minotaur hits Shuroiki for 4 to psi, 20 fire (24 total damage).
Thief receives 3 healing from Shuroiki.
Shuroiki receives 4 healing (1 psi heal).
Thief performs a melee critical strike against Shuroiki!
Thief performs a melee critical strike against Shuroiki!
Shuroiki shrugs off the critical damage!
Shuroiki mentally dismisses some damage!
Shuroiki converts some damage to Psi!
Thief hits Shuroiki for 11 to psi, 59 physical, 5 to psi, 26 physical, (2 dismissed), 0 to psi, 1 lightning (102 total damage).
Shuroiki hits Thief for 1 acid, 4 physical, 7 light, 2 arcane, 10 mind, 13 fire, 3 nature, 1 acid, 5 physical, 8 light, 2 arcane, 13 mind, 16 fire, 3 nature (89 total damage).
Thief is moving less freely.
Burning from Minotaur hits Thief for 30 fire damage.
Saving game...