










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Berserker |
Level / Exp | 22 / 0% |
Size | big |
Lifes / Deaths | Killed by Emina the blue ooze at level 16 on the 43rd Dusk 122nd year of Ascendancy at 09:47 0 / 6Killed by Cultist at level 19 on the 58th Dusk 122nd year of Ascendancy at 03:41 Killed by thought-forged bowman at level 19 on the 58th Dusk 122nd year of Ascendancy at 08:15 Killed by Shasshhiy'Kaish at level 20 on the 58th Dusk 122nd year of Ascendancy at 14:17 Killed by Urkis, the High Tempest at level 21 on the 67th Dusk 122nd year of Ascendancy at 22:54 Killed by The Fragmented Essence of Harkor'Zun at level 22 on the 68th Dusk 122nd year of Ascendancy at 23:46 |
Primary Stats
Strength | 52 (base 41) |
Dexterity | 49 (base 15) |
Constitution | 52 (base 35) |
Magic | 18 (base 10) |
Willpower | 35 (base 19) |
Cunning | 29 (base 18) |
Resources
Life | -4/776 |
Stamina | 182/236 |
Healing Factor | 1.6537837837838 |
Regeneration | 206.18778104338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 130 |
Accuracy | 59 |
Crit Chance | 60% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +14% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 22.317011280365 (73.452380952381%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 13 |
Physical Save | 34 |
Spell Save | 33 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 38%( 70%) |
Light | + 29%( 70%) |
Physical | + 28%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 42%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 56% |
Bleed Resistance | 10% |
Stun Resistance | 56% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Constitution stat. |
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: HealingUse 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 instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Berserker Rage |
beneficial effect | Increases critical hit chance by 29%. Berserker Rage |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target has 78 increased life regeneration. Recovery |
beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Gift of the Woods |
beneficial effect | A flow of life spins around the target, regenerating 37.20 life per turn. Regeneration |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The target is constricted, preventing movement and making it suffocate (loses 7.50 air per turn). Constricted |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of faeros ash. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within6 lumberjacks have died. | 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 | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +4 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +1 Str / +4 Dex / +3 Mag / +3 Wil Changes resistances: +1% physical Changes resistances penetration: +5% acid Maximum stamina: +20.00 It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Str / +2 Dex / +3 Cun Changes resistances: +21% cold Changes damage: +14% cold A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 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 | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +13 Con Changes resistances: +6% darkness Spell save: +12 (+6 eff.) Maximum stamina: +11.00 Infravision radius: +3 Rings can have magical properties. |
Around waist | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +3 Con Physical save: +12 (+6 eff.) Mindpower: +4 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 fire When wielded/worn: Changes stats: +5 Dex / +6 Mag Changes resistances penetration: +10% nature Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +7 Dex / +1 Mag / +5 Wil / +5 Cun Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +3.70 Stamina each turn: +0.80 Maximum life: +35.00 Healing mod.: +12% A suit of armour made of mail. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +3% light / +9% darkness / +5% arcane Changes damage: +3% mind Mental save: +6 (+3 eff.) Cut immunity: +10% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Life regen: +2.00 Amulets can have magical properties. |
Inventory
![]() shatter afflictions rune (absorb 36; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +8 lightning / +8 cold When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +17.0% Changes stats: +6 Con Changes resistances: +9% acid / +3% cold Changes resistances penetration: +30% lightning / +20% cold Changes damage: +9% mind Talent mastery: +0.30 Wild-gift / Fungus Equilibrium when hit: +0.12 Movement speed: +72% It can be used to regenerate 242 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+4 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 39.21 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() prismatic steel plate armour of command (6 def, 14 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +6 (+2 eff.) Fatigue: +22% Changes stats: +1 Cun Changes resistances: +12% light / +11% darkness Mental save: +15 (+8 eff.) A suit of armour made of metal plates. |
![]() quiver of ash arrows 'Duathelmarrow' (19/19, 33-46.2 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +16.5% Capacity: 19 On weapon hit: * 20% chance to reduce damage dealt by 17% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +1 Str Changes resistances: +10% nature / +3% darkness Changes resistances penetration: +10% darkness / +15% cold Changes damage: +6% nature / +3% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() steel torque of mindblast [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 144 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Asessma the Thalore Berserker level 13
1st Dusk 122nd year of Ascendancy at 11:09 see stats
By Asessma the Thalore Berserker level 10
6th Mirth 122nd year of Ascendancy at 09:45 see stats
By Asessma the Thalore Berserker level 20
58th Dusk 122nd year of Ascendancy at 11:20 see stats
By Asessma the Thalore Berserker level 14
18th Dusk 122nd year of Ascendancy at 20:04 see stats
By Asessma the Thalore Berserker level 9
2nd Mirth 122nd year of Ascendancy at 22:38 see stats
By Asessma the Thalore Berserker level 14
25th Dusk 122nd year of Ascendancy at 20:21 see stats
By Asessma the Thalore Berserker level 18
48th Dusk 122nd year of Ascendancy at 13:33 see stats
Log
You must be able to move to use this talent.
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Asessma!
The Fragmented Essence of Harkor'Zun revels in the spilt blood and grows stronger!
Asessma is recovering from the damage!
Asessma hits The Fragmented Essence of Harkor'Zun for 1 fire damage.
Asessma hits The Fragmented Essence of Harkor'Zun for 124 physical, 1 fire (126 total damage).
Asessma hits The Fragmented Essence of Harkor'Zun for 1 fire damage.
The Fragmented Essence of Harkor'Zun hits Asessma for 200 physical damage.
The Fragmented Essence of Harkor'Zun hits Asessma for 224 physical damage.
The Fragmented Essence of Harkor'Zun hits Asessma for 127 physical damage.
Asessma uses Infusion: Wild.
Asessma is free to breathe.
Asessma is cured!
Asessma lessens the pain.
Asessma uses Warshout.
The Fragmented Essence of Harkor'Zun resists!
The Fragmented Essence of Harkor'Zun resists!
The Fragmented Essence of Harkor'Zun resists!
The Fragmented Essence of Harkor'Zun uses Constrict.
Asessma is constricted!
The Fragmented Essence of Harkor'Zun hits Asessma for 148 physical damage.
The Fragmented Essence of Harkor'Zun hits Asessma for 176 physical damage.
Asessma the level 22 thalore berserker was torn limb from limb to death by The Fragmented Essence of Harkor'Zun on level 2 of Tempest Peak.
Asessma stops regenerating health quickly.
Asessma has finished recovering.
Asessma is free to breathe.
Asessma deactivates Berserker Rage.
Asessma's rage subsides!
Asessma feels pain again.