Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! 1.2.3Bite-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. Items Vault 1.2.0Donators/Buyers bonus! Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. Ignore Race/Class Locks 1.0.6Modifies 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: AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Improved player targetting 1.2.0Player's targetting improvements. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Eternal Darkness 1.2.3Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Hero |
Level / Exp | 21 / 22% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 48 (base 48) |
Dexterity | 26 (base 23) |
Constitution | 28 (base 28) |
Magic | 49 (base 44) |
Willpower | 38 (base 27) |
Cunning | 31 (base 27) |
Resources
Life | 769/769 |
Mana | 360/360 |
Stamina | 178/200 |
Hate | 49/100 |
Healing Factor | 1 |
Regeneration | 20 |
Speed
Mental | +1.3166240565146E+17% |
Attack | 0% |
Movement | +8.252752238298E+17% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 684 |
Accuracy | 170 |
Crit Chance | 32% |
APR | 4 |
Speed | 0.00 |
Offense: Spell
Spellpower | 34.5 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 272.5 (100%) |
Defense | 37.966666666667 |
Ranged Defense | 39.466666666667 |
Fatigue | 14 |
Physical Save | 1000 |
Spell Save | 41.344444444444 |
Mental Save | 1000 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Teleport Resistance | 5% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (2/3)
Infusions | Effective talent level: 0.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 0.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Spell / Shades | 25.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / TechPaladin | 25.00 |
| 1/1 |
| 1/1 |
| 4/5 |
| 4/5 |
Cursed / Rampage | 25.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Vampirism | 25.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Conditioning | 25.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 25.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target is rampaging! (+-484664149% movement speed, +712117937% attack speed, +-366035110% physical damage, +-1410254372 physical save, +-1410254372 mental save) Rampaging |
beneficial effect | 500% more damage. Tourist Fury |
Quests
You abandoned repented thief to death. Escort: repented thief (level 3 of Old Forest) | failed |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 unlocked the training room. * 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: 231583. | 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. | 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 within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 0 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | wizard's copper ring of sensing wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Blindness immunity: +23% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
On feet | pair of iron boots 'Gloryrialaith' (3 def, 5 armour) pair of iron boots 'Gloryrialaith' (3 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +3 Fatigue: +2% Physical save: +18 Spell save: +6 Mental save: +6 Silence immunity: +10% Teleport immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Main armor | spiked iron mail armour of fire resistance (2 def, 4 armour) spiked iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +16% fire A suit of armour made of mail. |
On hands | naturalist's iron gauntlets of dexterity (+3) (0 def, 1 armour) naturalist's iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Damage (Melee): 6 nature Changes stats: +3 Dex Changes resistances: +6% nature Changes damage: +4% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Radiancepulverizer RadiancepulverizerInfused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes resistances: +6% darkness Changes damage: +3% light Maximum life: +42.00 Light 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. |
Cloak | Veleyana the cashmere cloak (8 def, 0 armour) Veleyana the cashmere cloak (8 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes stats: +2 Mag / +6 Wil / +4 Cun Changes resistances: +14% light / +16% fire Changes resistances penetration: +15% arcane Changes damage: +6% blight / +6% arcane Stealth bonus: +7 Vim when firing critical spell: +1.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | voratun greatsword of massacre (71.5-114.4 power, 4 apr) voratun greatsword of massacre (71.5-114.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 71.5 - 114.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
Inventory
thought-forged steel greatsword of massacre (32-51.2 power, 2 apr) thought-forged steel greatsword of massacre (32-51.2 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to cause random insanity Damage (Melee): +10 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of warding (25-30 power, 5 apr, physical damage)cruel elven-wood starstaff of warding (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Defense: +6 Maximum wards: +2 light Changes damage: +25% light Talents granted: +2 Ward +1 Command Staff Critical mult.: +12.00% Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe (2 def, 0 armour)focusing cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Mag / +6 Wil Mana each turn: +0.19 Psi each turn: +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Betawyn (0 def, 1 armour)Betawyn (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +7 Physical power: +5 Armour: +1 Damage when hit (Melee): 4 blight Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +6% blight Changes resistances penetration: +5% arcane Changes damage: +3% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 Spell save: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
4 aquamarine 4 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 Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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, 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. |
Transmogrification Chest 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), 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. |
This item will automatically be transmogrified when you leave the level. barbed pouch of iron shots (22/22, 12.5-15 power, 1 apr)barbed pouch of iron shots (22/22, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 22 On weapon crit: * wounds the target Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
3 amethyst 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% Gems can be sold for money or used in arcane rituals. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 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 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Zed the Cornac Hero level 13
5th Dusk 122nd year of Ascendancy at 10:49 see stats
By Zed the Cornac Hero level 13
5th Dusk 122nd year of Ascendancy at 10:49 see stats
By Zed the Cornac Hero level 20
31st Dusk 122nd year of Ascendancy at 12:23 see stats
By Zed the Cornac Hero level 10
4th Mirth 122nd year of Ascendancy at 03:15 see stats
By Zed the Cornac Hero level 20
31st Dusk 122nd year of Ascendancy at 08:29 see stats
By Zed the Cornac Hero level 9
3rd Mirth 122nd year of Ascendancy at 19:28 see stats
By Zed the Cornac Hero level 12
8th Mirth 122nd year of Ascendancy at 06:34 see stats
By Zed the Cornac Hero level 8
77th Pyre 122nd year of Ascendancy at 11:15 see stats
By Zed the Cornac Hero level 5
75th Pyre 122nd year of Ascendancy at 05:36 see stats
By Zed the Cornac Hero level 8
78th Pyre 122nd year of Ascendancy at 06:14 see stats
By Zed the Cornac Hero level 15
29th Dusk 122nd year of Ascendancy at 04:47 see stats
By Zed the Cornac Hero level 8
77th Pyre 122nd year of Ascendancy at 11:15 see stats
By Zed the Cornac Hero level 15
29th Dusk 122nd year of Ascendancy at 06:03 see stats
By Zed the Cornac Hero level 21
28th Haze 122nd year of Ascendancy at 00:26 see stats
Log
Resting starts...
Talent Blood is Power is ready to use.
The bloody shield around Zed crumbles.
Zed seems less powerful.
Talent Bloodspring is ready to use.
Talent Crimson Barrier is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Talent Overclock is ready to use.
Zed is less furious.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Training Dummy)).
Zed uses Overclock.
Zed uses Rampage.
Zed begins rampaging!
Zed performs a melee critical strike against Training Dummy!
Your rampage is invigorated by your fierce attack! (+1 duration)
Zed hits Training Dummy for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Zed performs a melee critical strike against Training Dummy!
Zed hits Training Dummy for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Zed hits Training Dummy for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Zed hits Training Dummy for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Zed performs a melee critical strike against Training Dummy!
Zed hits Training Dummy for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Zed hits Training Dummy for (0 to psi shield), 0 physical, (0 to psi shield), 0 nature (0 total damage).
Your movements fuel your rampage! (+1 duration)