Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 13 / 57% |
Size | medium |
Lifes / Deaths | Killed by saw horror at level 7 on the 7th Profit 122nd year of Ascendancy at 16:40 0 / 5Killed by Moril at level 11 on the 45th Profit 122nd year of Ascendancy at 00:55 Killed by Moril at level 12 on the 45th Profit 122nd year of Ascendancy at 16:01 Killed by snow giant boulder thrower at level 13 on the 28th Wealth 122nd year of Ascendancy at 02:52 Killed by snow giant boulder thrower at level 13 on the 28th Wealth 122nd year of Ascendancy at 03:32 |
Primary Stats
Strength | 51 (base 37) |
Dexterity | 19 (base 11) |
Constitution | 39 (base 30) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -26/499 |
Stamina | 123/148 |
Healing Factor | 1.3181339712919 |
Regeneration | 83.421465629434 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 25.097534654637 |
See Invisible | 25.097534654637 |
Offense: Mainhand
Damage | 84 |
Accuracy | 43 |
Crit Chance | 59% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 11 |
Physical Save | 37 |
Spell Save | 26 |
Mental Save | 31 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 54% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Knockback Resistance | 10% |
Stun Resistance | 34% |
Poison Resistance | 30% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 114 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
talent | Berserker Rage |
beneficial effect | Increases critical hit chance by 47%. Berserker Rage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 57.52 life per turn. Regeneration |
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 |
You failed to protect the lost anorithil from death by hornet swarm. Escort: lost anorithil (level 1 of Old Forest) | failed |
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. | active |
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 |
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 the fox. 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 sandworm tooth. * '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.' | active |
Equipment
On feet | Flarekiller the pair of rough leather boots (0 def, 1 armour) Flarekiller the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 fire Changes stats: +1 Cun / +1 Con Changes resistances: +3% acid / +3% fire Changes resistances penetration: +10% fire Changes damage: +6% fire Physical save: +11 (+4 eff.) Mental save: +11 (+6 eff.) A pair of boots made of leather. |
Light source | brass lantern 'Prismpeal' brass lantern 'Prismpeal'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +3% darkness Changes damage: +12% light Mental save: +6 (+3 eff.) Light radius: +5 See stealth: +7 See invisible: +7 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy 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 | steel torque of thermal psionic shield [power 43] (20 cooldown) steel torque of thermal psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | garnet ring garnet ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings can have magical properties. |
On fingers | warrior's copper ring of power warrior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +6 (+6 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
Around waist | Balagohad the Kindleroar Balagohad the KindleroarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +7 Dex Changes resistances penetration: +10% light Life regen: +0.80 Infravision radius: +2 Healing mod.: +11% A belt that goes around your waist. |
In main hand | Toxinmark the dwarven-steel greatsword (36-57.6 power, 2 apr) Toxinmark the dwarven-steel greatsword (36-57.6 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +23 insidious poison / +4 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances penetration: +15% nature Massive two-handed swords. |
On hands | restful hardened leather gloves of strength (+3) (0 def, 2 armour) restful hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +3 Str Life regen: +1.30 Stamina each turn: +0.50 Maximum stamina: +15.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 40/50) : Effective talent level: 2.0 Power cost: 18 out of 40/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.56 to 103.68 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Voratha' gold amulet 'Voratha'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +18% mind / +1% physical Mental save: +3 (+2 eff.) Blindness immunity: +10% Disease immunity: +5% Confusion immunity: +30% Pinning immunity: +20% Knockback immunity: +10% Amulets can have magical properties. |
Inventory
regeneration infusion (heal 80 over 5 turns) regeneration infusion (heal 80 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 80 life over 5 turns. 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. |
Newly picked up wild infusion (resist 13%; cure mental)wild infusion (resist 13%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
phase door rune of the duelist (range 6; power 19; dur 4) phase door rune of the duelist (range 6; power 19; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel dagger of persecution (14-18.2 power, 6 apr) steel dagger of persecution (14-18.2 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage against: +6% Unnatural When wielded/worn: Changes stats: +3 Wil Sharp, short and deadly. |
Kindlevagrant (28-42 power, 2 apr) Kindlevagrant (28-42 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +13 darkness / +8 light Burst (radius 2) on crit: +4 light Damage against: +14% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +10% light Light radius: +1 Massive two-handed mauls. |
Newly picked up insidious steel waraxe (13.5-18.9 power, 3 apr)insidious steel waraxe (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +14 insidious poison One-handed war axes. |
enlightening steel mail armour (2 def, 6 armour) enlightening steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes stats: +4 Cun / +4 Wil Mental save: +11 (+6 eff.) A suit of armour made of mail. |
Urusadan the hardened leather armour (7 def, 11 armour) Urusadan the hardened leather armour (7 def, 11 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +11 Defense: +7 (+6 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Dex Changes resistances: +31% acid / +6% cold / +1% physical Allows you to breathe in: water Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
steel shield of lightning resistance (+17%) (6 def, 2 armour, 37 block) steel shield of lightning resistance (+17%) (6 def, 2 armour, 37 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Changes resistances: +17% lightning Talent granted: +2 Block Handheld deflection devices. |
2 aquamarine 2 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. |
dwarven-steel pickaxe 'Isora' (dig speed 16 turns) dwarven-steel pickaxe 'Isora' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun / +2 Str Changes resistances: +7% darkness / +6% fire Changes resistances penetration: +25% acid Changes damage: +3% acid Infravision radius: +1 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 (+5 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. |
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. |
psionic steel torque of charged psionic shield [power 45] (20 cooldown) psionic steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
natural ash totem of thorny skin [power 27] (20 cooldown) natural ash totem of thorny skin [power 27] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of cure ailments [power 2] (10 cooldown) natural yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ametrine 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. |
Achievements
By Moril the Dwarf Berserker level 10
15th Profit 122nd year of Ascendancy at 07:24 see stats
By Moril the Dwarf Berserker level 4
19th Voratun 122nd year of Ascendancy at 22:26 see stats
By Moril the Dwarf Berserker level 9
9th Profit 122nd year of Ascendancy at 14:37 see stats
Log
Moril hits Snow giant for 18 fire, 12 nature (30 total damage).
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Moril!
Snow giant is knocked back!
Moril resists the knockback!
Cold drake hatchling resists the knockback!
Snow giant boulder thrower hits Snow giant for 115 physical damage.
Snow giant boulder thrower hits Cold drake hatchling for 143 physical damage.
Snow giant boulder thrower hits Cold drake hatchling for 143 physical damage.
Snow giant boulder thrower hits Moril for 136 physical damage.
You pickup 0.65 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.55 gold pieces.
Cold drake hatchling hits Moril for 28 physical damage.
Moril hits Cold drake hatchling for 18 fire, 13 nature (31 total damage).
Moril killed Cold drake hatchling!
Moril hits Cold drake hatchling for 17 fire, 13 nature (30 total damage).
Cold drake hatchling hits Moril for 28 physical damage.
Snow giant boulder thrower hits Moril for 26 physical, 5 cold (30 total damage).
Moril hits Snow giant boulder thrower for 18 fire, 13 nature (31 total damage).
Talent Vitality is ready to use.
Talent Rush is ready to use.
Moril uses Infusion: Regeneration.
Moril starts regenerating health quickly.
Snow giant boulder thrower is moving less freely.
Moril hits Cold drake hatchling for 17 fire, 13 nature (30 total damage).
Cold drake hatchling hits Moril for 25 physical damage.
Saving game...