Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.1 |
Addons | Steamtech UI 1.0.5 Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Items Vault 1.0.1Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 17 / 82% |
Size | medium |
Lifes / Deaths | Killed by brecklorn at level 5 on the 19th Voratun 122nd year of Ascendancy at 14:46 0 / 7Killed by Andinan the halfling at level 13 on the 19th Profit 122nd year of Ascendancy at 11:35 Killed by Andinan the halfling at level 13 on the 19th Profit 122nd year of Ascendancy at 12:49 Killed by Andinan the halfling at level 13 on the 19th Profit 122nd year of Ascendancy at 14:13 Killed by Atrus the shalore at level 13 on the 19th Profit 122nd year of Ascendancy at 15:20 Killed by snow giant boulder thrower at level 16 on the 30th Dearth 122nd year of Ascendancy at 14:07 Killed by Belaratta the cave bear at level 17 on the 7th Shortage 122nd year of Ascendancy at 21:31 |
Primary Stats
Strength | 52 (base 41) |
Dexterity | 15 (base 11) |
Constitution | 50 (base 41) |
Magic | 8 (base 10) |
Willpower | 16 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -49/601 |
Positive | 0/98 |
Stamina | 136/147 |
Healing Factor | 1.3 |
Regeneration | 21.45 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 20 |
See Invisible | 15 |
Offense: Mainhand
Damage | 101 |
Accuracy | 36 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 20.9 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Defense: Base
Armour (hardiness) | 22.92 (81.030927835052%) |
Defense | 11.75 |
Ranged Defense | 11.75 |
Fatigue | 25 |
Physical Save | 41.915952301344 |
Spell Save | 51.98261896801 |
Mental Save | 36.273928452016 |
Defense: Resistances
Darkness | + 19%( 70%) |
Light | + 19%( 70%) |
Blight | + 27%( 70%) |
All | + 9%( 70%) |
Cold | + 27%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Instadeath Resistance | 100% |
Pinning Resistance | 56% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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
Technique / Two-handed maiming | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
talent | Berserker |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots of tirelessness (0 def, 4 armour) pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | hateful quiver of elm arrows (12/12, 11.5-16.1 power, 5 apr) hateful quiver of elm arrows (12/12, 11.5-16.1 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 12 Damage when this weapon hits(ranged): +5 darkness Damage against: +6% Humanoid Arrows are used with bows to pierce your foes to death. |
Light source | bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 Light radius: +5 See stealth: +10 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | prismatic iron helm of constitution (+3) (0 def, 3 armour) prismatic iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +11% darkness / +11% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
On fingers | savage's steel ring savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +12 Maximum stamina: +13.00 Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | insidious steel greatmaul of massacre (37-55.5 power, 2 apr) insidious steel greatmaul of massacre (37-55.5 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +12 insidious poison Massive two-handed maul. |
On hands | steady iron gauntlets of strength (+3) (0 def, 1 armour) steady iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Physical power: +5 Armour: +1 Changes stats: +3 Str Physical save: +6 Mental save: +5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | steel plate armour of command (11 def, 14 armour) steel plate armour of command (11 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +11 Fatigue: +22% Changes stats: +2 Cun Mental save: +13 A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Neratta' (9 def, 0 armour) cashmere cloak 'Neratta' (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +2 Str / +3 Dex / +2 Cun / +2 Con Damage when the wearer hits(melee): 6 mind Changes resistances penetration: +20% mind Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the duelist (647% speed; 5 turns)movement infusion of the duelist (647% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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. |
This item will automatically be transmogrified when you leave the level. PyreoathPyreoath Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 8 fire Changes resistances: +21% cold Changes resistances penetration: +10% arcane Changes damage: +3% fire Allows you to breathe in: water Amulets can have magical properties. |
cleansing steel amulet cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% nature / +10% blight Poison immunity: +22% Disease immunity: +21% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. AdyrithaAdyritha Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Mental save: +9 Confusion immunity: +32% Spell crit. chance: +1% Resist all after a teleport: +2% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Mymas the stralite battleaxe (52.5-78.75 power, 3 apr)Mymas the stralite battleaxe (52.5-78.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Maximum hate: +8.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Charrace (58-87 power, 3 apr)Charrace (58-87 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 15 mind Changes resistances: +3% fire Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. balanced steel greatmaul (25.5-38.25 power, 2 apr)balanced steel greatmaul (25.5-38.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Defense: +8 Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. ash longbowash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow 'Samuhad'elven-wood longbow 'Samuhad' Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +9 Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +14% physical Changes damage: +15% physical / +3% mind Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Betota the Smoldertrial (8.5-9.35 power, 24 apr, nature damage)Betota the Smoldertrial (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 2 fire Changes damage: +6% fire Physical save: +5 Spell save: +4 Mental save: +5 Equilibrium when hit: +1.30 Mindpower: +3 Mental crit. chance: +3% Infravision radius: +1 See invisible: +9 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. |
This item will automatically be transmogrified when you leave the level. steel waraxe of crippling (13-18.2 power, 3 apr)steel waraxe of crippling (13-18.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +7.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Brenufast (0 def, 3 armour)Brenufast (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +6% nature Spell save: +3 Maximum life: +45.00 Infravision radius: +3 Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Blazekill (3 def, 8 armour)Blazekill (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Damage when the wearer hits(melee): 4 mind Changes resistances: +6% lightning / +18% cold Changes resistances penetration: +10% lightning A suit of armour made of mail. |
opal 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 is 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. Brenygorn the Brandknave [power 3] (20 cooldown)Brenygorn the Brandknave [power 3] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer is hit: 8 arcane Maximum wards: +2 nature / +3 light / +2 acid Changes resistances penetration: +5% fire Talent granted: +1 Ward Spellpower: +4 Resist all after a teleport: +2% It can be used to remove up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
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 zircon 2 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 Turok the Dwarf Berserker level 7
25th Voratun 122nd year of Ascendancy at 22:49 see stats
By Turok the Dwarf Berserker level 15
22nd Dearth 122nd year of Ascendancy at 06:34 see stats
By Turok the Dwarf Berserker level 10
6th Profit 122nd year of Ascendancy at 02:08 see stats
By Turok the Dwarf Berserker level 4
18th Voratun 122nd year of Ascendancy at 10:36 see stats
By Turok the Dwarf Berserker level 15
2nd Dearth 122nd year of Ascendancy at 22:40 see stats
By Turok the Dwarf Berserker level 13
19th Profit 122nd year of Ascendancy at 15:21 see stats
Log
Turok stops regenerating health quickly.
Mucus ooze uses Slime Spit.
Mucus ooze hits Turok for 33 nature damage.
Belaratta the cave bear shares damage with his oozes!
Insidious Poison from Turok hits Belaratta the cave bear for 0 nature damage.
Talent Death Dance is ready to use.
Mucus ooze uses Slime Spit.
Mucus ooze hits Turok for 33 nature damage.
Belaratta the cave bear shares damage with his oozes!
Insidious Poison from Turok hits Belaratta the cave bear for 0 nature damage.
Mucus ooze uses Slime Spit.
Mucus ooze uses Slime Spit.
Mucus ooze hits Turok for 33 nature damage.
Mucus ooze hits Turok for 33 nature damage.
Talent Daunting Presence is ready to use.
Belaratta the cave bear shares damage with his oozes!
Insidious Poison from Turok hits Belaratta the cave bear for 0 nature damage.
Belaratta the cave bear feels pain again.
Belaratta the cave bear shares damage with his oozes!
Insidious Poison from Turok hits Belaratta the cave bear for 0 nature damage.
Turok's skin returns to normal.
Belaratta the cave bear uses Slime Spit.
Belaratta the cave bear's mind surges with critical power!
Belaratta the cave bear shares damage with his oozes!
Insidious Poison from Turok hits Belaratta the cave bear for 1 nature damage.
Saving game...