Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 17 / 53% |
Size | big |
Lifes / Deaths | Killed by skeleton warrior at level 9 on the 1st Summertide 122nd year of Ascendancy at 08:38 0 / 6Killed by minotaur at level 11 on the 15th Dusk 122nd year of Ascendancy at 11:31 Killed by minotaur at level 13 on the 18th Dusk 122nd year of Ascendancy at 18:38 Killed by Belmoas the Bringer of Doom at level 13 on the 19th Dusk 122nd year of Ascendancy at 22:51 Killed by Malevolent Dimensional Jelly at level 16 on the 30th Dusk 122nd year of Ascendancy at 09:47 Killed by Poryna the cold drake at level 17 on the 45th Dusk 122nd year of Ascendancy at 02:57 |
Primary Stats
Strength | 49 (base 44) |
Dexterity | 24 (base 18) |
Constitution | 36 (base 31) |
Magic | 19 (base 10) |
Willpower | 18 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -1/566 |
Stamina | 104/168 |
Healing Factor | 1.22 |
Regeneration | 16.653 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +357% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 94 |
Accuracy | 52 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 17.4 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 35.92 (81.030927835052%) |
Defense | 13.9 |
Ranged Defense | 13.9 |
Fatigue | 19 |
Physical Save | 37.375 |
Spell Save | 29.475 |
Mental Save | 28.75 |
Defense: Resistances
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Pinning Resistance | 100% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 357% 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. Its effects scale with your Magic stat. |
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 151 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.50 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | Huge cut that bleeds, doing 26.24 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 357% faster. Wild Speed |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Ihateskeletons. Escort: worried loremaster (level 1 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 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 |
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 Shade. | 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. | 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 within15 lumberjacks have died. | done |
Equipment
On feet | miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. Another of Garkul's heirlooms would bring out his spirit. 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 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
On fingers | wizard's steel ring of tenacity wizard's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +5% lightning / +6% temporal Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | dwarven-steel battleaxe 'Blindimmortal' (34-51 power, 2 apr) dwarven-steel battleaxe 'Blindimmortal' (34-51 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% Burst (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Massive two-handed battleaxes. |
On hands | alchemist's iron gauntlets of dexterity (+3) (0 def, 1 armour) alchemist's iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 lightning / 4 cold Changes stats: +3 Dex / +2 Mag / +3 Wil Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | steel mail armour 'Isewe' (2 def, 11 armour) steel mail armour 'Isewe' (2 def, 11 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+2 eff.) Fatigue: +9% Changes stats: +1 Wil Changes resistances: +7% mind / +2% physical Physical save: +7 (+3 eff.) Mental save: +10 (+5 eff.) Life regen: +1.40 Maximum life: +40.00 Light radius: +1 Healing mod.: +12% A suit of armour made of mail. |
Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Changes stats: +2 Cun / +1 Dex 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 | grounding gold amulet of magic (+3) grounding gold amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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. 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. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% mind Confusion immunity: +24% Amulets can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +23 Rings can have magical properties. |
savior's copper ring of darkness (+22%) savior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
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 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 123% 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! |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
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 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 21.46 to 64.38 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
This item will automatically be transmogrified when you leave the level. Offalhunger (0 def, 4 armour)Offalhunger (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Dex Changes resistances: +3% nature Changes resistances penetration: +15% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
75 alchemist agate 75 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +4 See stealth: +5 See invisible: +6 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. |
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. |
12 amethyst 12 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. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
6 zircon 6 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
By Ihateskeletons the Cornac Berserker level 13
19th Dusk 122nd year of Ascendancy at 23:35 see stats
By Ihateskeletons the Cornac Berserker level 10
9th Flare 122nd year of Ascendancy at 07:31 see stats
By Ihateskeletons the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 12:50 see stats
By Ihateskeletons the Cornac Berserker level 15
26th Dusk 122nd year of Ascendancy at 12:02 see stats
By Ihateskeletons the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 02:28 see stats
Log
Poryna the cold drake hits Cold drake hatchling for 50 physical, 18 darkness, 24 physical, 18 darkness (111 total damage).
Poryna the cold drake hits Ihateskeletons for 6 physical, 14 darkness, 4 physical, 14 darkness, 21 acid (59 total damage).
Ihateskeletons uses Execution.
Ihateskeletons performs a melee critical strike against Poryna the cold drake!
Poryna the cold drake shrugs off the critical damage!
Poryna the cold drake hits Ihateskeletons for 9 cold damage.
Ihateskeletons hits Cold drake hatchling for 4 darkness damage.
Ihateskeletons hits Cold drake hatchling for 4 darkness damage.
Ihateskeletons hits Poryna the cold drake for (116 to time), 0 physical, (slow 7%), (4 to time), 0 acid, 0 cold, (3 to time), 0 fire, (4 to time), 0 lightning, , (4 to time), 0 darkness (0 total damage).
Cold drake hatchling hits Ihateskeletons for 15 physical damage.
Bleeding from Poryna the cold drake hits Ihateskeletons for 18 physical damage.
Cold drake hatchling hits Ihateskeletons for 11 physical damage.
Cold drake hatchling hits Ihateskeletons for 12 physical damage.
Bleeding from Ihateskeletons hits Cold drake hatchling for 32 physical damage.
Bleeding from Ihateskeletons hits Cold drake hatchling for 23 physical damage.
Bleeding from Ihateskeletons hits Cold drake hatchling for 47 physical damage.
Bleeding from Ihateskeletons killed Cold drake hatchling!
Cold drake hatchling hits Ihateskeletons for 13 physical damage.
Ihateskeletons has temporarily forgotten Rush!
Ihateskeletons has temporarily forgotten Stunning Blow!
Ihateskeletons has temporarily forgotten Warshout!
Poryna the cold drake hits Ihateskeletons for 4 physical, 14 darkness, 2 physical, 14 darkness, 26 cold (61 total damage).
Ihateskeletons uses Infusion: Movement.
Ihateskeletons is moving freely.
Ihateskeletons prepares for the next kill!.
You pickup 0.60 gold pieces.
Saving game...