Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 11 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Korokor the Bringer of Doom at level 11 on the 10th Profit 122nd year of Ascendancy at 02:42 / 1 |
Primary Stats
| Strength | 34 (base 28) |
| Dexterity | 21 (base 16) |
| Constitution | 29 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Life | -2/426 |
| Stamina | 6/152 |
| Healing Factor | 1.2 |
| Regeneration | 4.4010563717824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 37 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 14.596884407863 (81.030927835052%) |
| Defense | 23 |
| Ranged Defense | 26 |
| Fatigue | 19.820498915401 |
| Physical Save | 26 |
| Spell Save | 21 |
| Mental Save | 11 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.43 nature damage per turn and decreasing all heals received by 10%. Insidious Poison |
| detrimental effect | The target has been splashed with acid, taking 1.87 acid damage per turn, reducing armour by 5 and attack by 5. Acid Splash |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 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 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 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 |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | Erelatir the pair of rough leather boots (2 def, 1 armour) Erelatir the pair of rough leather boots (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 8 physical A pair of boots made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 13/30) : Effective talent level: 1.0 Power cost: 20 out of 13/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.00 to 72.00 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | titan's copper ring of blight (+10%) titan's copper ring of blight (+10%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% blight Changes damage: +10% blight Physical save: +4 (+2 eff.) Rings can have magical properties. |
| 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 (+2 eff.) Changes stats: +2 Dex 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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 10/20) : Effective talent level: 2.6 Power cost: 20 out of 10/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour) naturalist's iron gauntlets of dexterity (+2) (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: +12 (+4 eff.) Armour: +1 Damage (Melee): 7 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +3% nature Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | iron plate armour 'Eilinanor' (7 def, 7 armour) iron plate armour 'Eilinanor' (7 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +20% Changes resistances: +15% cold / +6% fire A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Wil / +2 Mag Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit gold amulet of dexterity (+3) starlit gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% light / +12% darkness Blindness immunity: +20% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (346% speed; 4 turns)movement infusion (346% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 346% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. flaming iron battleaxe of massacre (23-34.5 power, 1 apr)flaming iron battleaxe of massacre (23-34.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbowranger's ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +1 Dex Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steel mace (13-18.2 power, 3 apr)steel mace (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. creative vined mindstar (5.5-6.05 power, 18 apr, nature damage)creative vined mindstar (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +5.00% Mindpower: +4 (+3 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. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. grounding rough leather cap of dexterity (+3) (0 def, 1 armour)grounding rough leather cap of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic iron mail armour of spell shielding (2 def, 4 armour)prismatic iron mail armour of spell shielding (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% light / +11% darkness / +6% arcane Spell save: +11 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour of lightning resistance (2 def, 6 armour)radiant steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +11% blight / +12% darkness / +16% lightning Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. troll-hide rough leather armour of Toknor (1 def, 2 armour)troll-hide rough leather armour of Toknor (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Critical mult.: +10.00% Life regen: +3.10 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Fulimnir' (4 def, 9 armour)steel plate armour 'Fulimnir' (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Armour: +9 Defense: +4 (+2 eff.) Fatigue: +20% Changes damage: +9% acid Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. self-loading quiver of ash arrows of accuracy (11/18, 21-29.4 power, 7 apr)self-loading quiver of ash arrows of accuracy (11/18, 21-29.4 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 18 Turns elapse between self-loadings: 5 Arrows are used with bows to pierce your foes to death. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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. |
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. |
amethyst 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Latent Damage Type: Light 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Grundrok the Dwarf Berserker level 7
26th Voratun 122nd year of Ascendancy at 14:12 see stats
Level 10 (Roguelike)
Got a character to level 10.By Grundrok the Dwarf Berserker level 10
1st Profit 122nd year of Ascendancy at 04:48 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Grundrok the Dwarf Berserker level 4
20th Voratun 122nd year of Ascendancy at 06:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Grundrok the Dwarf Berserker level 10
3rd Profit 122nd year of Ascendancy at 16:15 see stats
Log
Wretchling's acid area effect hits Grundrok for 12 acid damage.
Wretchling's acid area effect hits Korokor the Bringer of Doom for 0 acid damage.
Grundrok hits Korokor the Bringer of Doom for 8 physical damage.
Korokor the Bringer of Doom hits Grundrok for 15 physical, 0 nature, 2 temporal, 2 nature, 2 cold (22 total damage).
Grundrok misses Korokor the Bringer of Doom.
Talent Infusion: Wild is ready to use.
Talent Stunning Blow is ready to use.
Insidious Poison from Korokor the Bringer of Doom hits Grundrok for 0 nature damage.
Acid Splash from Korokor the Bringer of Doom hits Grundrok for 1 acid damage.
Grundrok hits Korokor the Bringer of Doom for 8 physical damage.
Korokor the Bringer of Doom hits Grundrok for 17 physical, 0 nature, 2 temporal, 2 nature, 2 cold (24 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Grundrok for 12 acid damage.
Wretchling's acid area effect hits Korokor the Bringer of Doom for 0 acid damage.
Grundrok uses Stunning Blow.
Grundrok misses Korokor the Bringer of Doom.
Talent Vitality is ready to use.
Insidious Poison from Korokor the Bringer of Doom hits Grundrok for 0 nature damage.
Acid Splash from Korokor the Bringer of Doom hits Grundrok for 1 acid damage.
Grundrok hits Korokor the Bringer of Doom for 8 physical damage.
Korokor the Bringer of Doom hits Grundrok for 21 physical, 0 nature, 2 temporal, 2 nature, 2 cold (28 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Grundrok for 12 acid damage.
Wretchling's acid area effect hits Korokor the Bringer of Doom for 0 acid damage.
Korokor the Bringer of Doom is not stunned anymore.
Korokor the Bringer of Doom rushes out!
Saving game...
