Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 25 / 83% |
Size | big |
Lifes / Deaths | Killed by Velamina the mean looking elven guard at level 25 on the 34th Pyre 123rd year of Ascendancy at 11:32 / 2Killed by Neramissra the eternal bone giant at level 25 on the 75th Pyre 123rd year of Ascendancy at 14:17 |
Antimagic | Follower |
Primary Stats
Strength | 77 (base 52) |
Dexterity | 15 (base 14) |
Constitution | 70 (base 51) |
Magic | 12 (base 10) |
Willpower | 21 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -25/887 |
Stamina | 91/180 |
Healing Factor | 1.541118850741 |
Regeneration | 41.749848154077 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +756% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 17 |
See Invisible | 13 |
Offense: Mainhand
Damage | 124 |
Accuracy | 36 |
Crit Chance | 18% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21.35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Nature | +15% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 30.92 (81.030927835052%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 10 |
Physical Save | 42.483333333333 |
Spell Save | 42.216666666667 |
Mental Save | 34.175 |
Defense: Resistances
Acid | -4%( 70%) |
Blight | + 24%( 70%) |
Physical | -4%( 70%) |
Cold | + 43%( 70%) |
All | -12%( 70%) |
Lightning | -7%( 70%) |
Light | -6%( 70%) |
Darkness | -4%( 70%) |
Fire | + 4%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 27% |
Confusion Resistance | 20% |
Knockback Resistance | 26% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 331 life. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 435 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 736% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. Also while Heroism is active, you will only die when reaching -264 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Berserker |
beneficial effect | The target's strength is increased by 2 by the thrill of combat. Bloodrage |
beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 4.88, and stamina regeneration by 0.98. Bloodbath |
detrimental effect | The target is under a malign influence. All resists have been lowered by 21%. Maligned |
beneficial effect | You gain 13% resistance against blight. Resolve |
beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 736% faster. Wild Speed |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | The target is recovering 11 life each turn and its healing modifier has been increased by 24%. Recovery |
detrimental effect | Colnal is fed upon by Neramissra the eternal bone giant. Fed Upon |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved spell save by +4. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 34. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 'Glareglamour' (0 def, 4 armour) pair of dwarven-steel boots 'Glareglamour' (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% Changes stats: +6 Str / +7 Con Damage when the wearer hits(melee): 2 light Changes resistances: +6% light / +6% cold Changes resistances penetration: +5% light Changes damage: +6% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Fogdream FogdreamCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +1 Wil Damage when the wearer is hit: 4 darkness Critical mult.: +10.00% Blindness immunity: +26% Confusion immunity: +10% Light radius: +8 See stealth: +17 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Tool | Morbusvortex the voratun pickaxe (dig speed 8 turns) Morbusvortex the voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +1 Dex / +5 Con Changes resistances: +7% darkness / +8% fire Changes resistances penetration: +5% nature Light radius: +1 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
On fingers | steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun Damage when the wearer hits(melee): 12 gloom / 22 bleed Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. 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 | Golden Three-Edged Sword 'The Truth' (40-64 power, 1 apr) Golden Three-Edged Sword 'The Truth' (40-64 power, 1 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 9% chance to stun or confuse the target Damage when this weapon hits: +40 darkness / +40 light The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
On hands | Gilathanik the Venompulverizer (0 def, 2 armour) Gilathanik the Venompulverizer (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer is hit: 4 nature Changes resistances: +6% nature Changes damage: +15% nature Life regen: +1.30 Stamina each turn: +1.10 Maximum stamina: +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +3 Str / +3 Wil / +4 Cun / +2 Con Changes resistances: +7% physical / +7% fire / +7% cold / +5% lightning / +7% acid Talent cooldown: Rush (-5 turns) Mental save: +10 Disarm immunity: +27% Stun/Freeze immunity: +28% Knockback immunity: +26% A suit of armour made of metal plates. |
Cloak | Phlegmvalor the cashmere cloak (2 def, 7 armour) Phlegmvalor the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +9% nature / +16% cold Psi each turn: +0.20 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
grounding steel amulet of the fish grounding steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning / +15% cold Allows you to breathe in: water Stun/Freeze immunity: +28% Amulets can have magical properties. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
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. |
Xoldath the Shockscar [power 41] (10/20 cooldown) Xoldath the Shockscar [power 41] (10/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer is hit: 8 lightning Changes resistances: +3% cold / +3% darkness / +6% acid Talent granted: +2 Rushing Claws It can be used to harden the skin for 6 turns increasing armour by 41 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Colnal the Cornac Berserker level 15
61st Dusk 122nd year of Ascendancy at 22:23 see stats
By Colnal the Cornac Berserker level 23
18th Pyre 123rd year of Ascendancy at 03:46 see stats
By Colnal the Cornac Berserker level 17
4th Decay 122nd year of Ascendancy at 00:28 see stats
By Colnal the Cornac Berserker level 19
1st Wintertide 123rd year of Ascendancy at 10:07 see stats
By Colnal the Cornac Berserker level 21
78th Regrowth 123rd year of Ascendancy at 11:51 see stats
By Colnal the Cornac Berserker level 22
16th Pyre 123rd year of Ascendancy at 05:25 see stats
By Colnal the Cornac Berserker level 25
51st Pyre 123rd year of Ascendancy at 19:46 see stats
By Colnal the Cornac Berserker level 10
9th Flare 122nd year of Ascendancy at 22:53 see stats
By Colnal the Cornac Berserker level 20
1st Allure 123rd year of Ascendancy at 01:50 see stats
By Colnal the Cornac Berserker level 25
62nd Pyre 123rd year of Ascendancy at 16:48 see stats
By Colnal the Cornac Berserker level 16
30th Haze 122nd year of Ascendancy at 14:55 see stats
By Colnal the Cornac Berserker level 25
35th Pyre 123rd year of Ascendancy at 11:08 see stats
By Colnal the Cornac Berserker level 25
42nd Pyre 123rd year of Ascendancy at 15:13 see stats
By Colnal the Cornac Berserker level 24
24th Pyre 123rd year of Ascendancy at 07:12 see stats
By Colnal the Cornac Berserker level 25
34th Pyre 123rd year of Ascendancy at 11:05 see stats
By Colnal the Cornac Berserker level 6
2nd Mirth 122nd year of Ascendancy at 23:56 see stats
By Colnal the Cornac Berserker level 22
79th Regrowth 123rd year of Ascendancy at 19:56 see stats
By Colnal the Cornac Berserker level 6
1st Mirth 122nd year of Ascendancy at 08:35 see stats
By Colnal the Cornac Berserker level 24
29th Pyre 123rd year of Ascendancy at 16:09 see stats
By Colnal the Cornac Berserker level 25
51st Pyre 123rd year of Ascendancy at 23:05 see stats
By Colnal the Cornac Berserker level 25
34th Pyre 123rd year of Ascendancy at 11:32 see stats
Log
Neramissra the eternal bone giant strikes Colnal in the darkness (+15% damage).
Shadow hits Colnal for 34 physical damage.
Colnal hits Shadow for 5 nature damage.
Neramissra the eternal bone giant hits Colnal for 100 physical, 14 physical (114 total damage).
Colnal is invigorated by the attack!
Colnal killed Shadow!
Neramissra the eternal bone giant's creeping dark hits Colnal for 31 darkness damage.
Colnal uses Death Blow.
Colnal performs a melee critical strike against Neramissra the eternal bone giant!
Colnal is invigorated by the attack!
Colnal is invigorated by the attack!
Colnal revels in the spilt blood and grows stronger!
Neramissra the eternal bone giant strikes Colnal in the darkness (+15% damage).
Colnal leeches life from Neramissra the eternal bone giant!
Neramissra the eternal bone giant hits Colnal for 10 healing, 5 lightning, 11 blight (17 total damage) [10 healing].
Colnal hits Neramissra the eternal bone giant for 92 physical, 20 darkness, 21 light, 1 physical, 1 light (136 total damage).
Colnal was blasted back 2 spaces!
Neramissra the eternal bone giant uses Willful Strike.
Colnal was smashed!
Neramissra the eternal bone giant strikes Colnal in the darkness (+15% damage).
Neramissra the eternal bone giant hits Colnal for 100 physical, 198 physical, 28 physical (326 total damage).
Talent Death Dance is ready to use.
Talent Stunning Blow is ready to use.
Colnal uses Infusion: Movement.
Colnal is moving freely.
Colnal prepares for the next kill!.
Saving game...