










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 39 / 24% |
Size | big |
Lifes / Deaths | Killed by Barney at level 18 on the 68th Dusk 122nd year of Ascendancy at 13:10 / 2Killed by shadow at level 39 on the 53rd Dusk 123rd year of Ascendancy at 08:40 |
Primary Stats
Strength | 117 (base 57) |
Dexterity | 43 (base 22) |
Constitution | 81 (base 53) |
Magic | 25 (base 14) |
Willpower | 23 (base 10) |
Cunning | 77 (base 50) |
Resources
Life | -260/1201 |
Stamina | 37/246 |
Healing Factor | 1.4252415653742 |
Regeneration | 5.2271403938493 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 40.391578486422 |
See Invisible | 40.391578486422 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 244 |
Accuracy | 64 |
Crit Chance | 40% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +9% |
Darkness | +36% |
Cold | +15% |
Mind | +26% |
All | 0% |
Offense: Damage Penetration
Acid | +30% |
Cold | +30% |
Fire | +40% |
Mind | +25% |
All | +20% |
Defense: Base
Armour (hardiness) | 105.23535955475 (100%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 26 |
Mental Save | 43 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 30%( 70%) |
Physical | + 53%( 70%) |
Cold | + 50%( 70%) |
All | + 18%( 70%) |
Darkness | + 23%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 44%( 70%) |
Fire | + 37%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 10% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 282 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Barney. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by brown bear. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by copperhead snake. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Barney. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Constitution 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of elder vampire blood. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% acid +5% mind ----- def ----- Armour +7 Resists +3% acid +9% mind ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Mag +3 Cun +2 Con dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) ----- def ----- Resists +9% mind Mind.save +7 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training Wil 24 [Unique] Master While equipped: ----- def ----- Armour +20 Fatigue +12% Resists +15% acid +15% physical +15% fire +15% cold +15% lightning Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
Tool | ![]() 2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 338 Puts all charms on 9 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +9 Wil +9 Cun +3 Con dps ---------- Mind.pwr +11 (+3 eff.) Dmg.mod +14% mind +6% darkness Acc +13 (+4 eff.) Apr +11 ----- def ----- Defense +12 (+6 eff.) Resists +6% cold +6% fire +12% nature +14% mind Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +2 Mag dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 8 physical Ranged+ 16 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 28 On Hit (Ranged): * 13% chance to reduce all saves and defense by 28 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +12% mind ----- def ----- Resists +15% blight +9% cold Phys.save +13 (+4 eff.) Poison- +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 81.0 - 121.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 nature On Hit.r1 +4 fire While equipped: dps ---------- Dmg.mod +15% cold Res.pen +20% fire +20% all Acc +27 (+7 eff.) Apr +17 ----- def ----- Resists +3% fire +3% cold Massive two-handed mauls. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +5 Cun +9 Con dps ---------- Acc +6 (+2 eff.) Apr +9 ----- def ----- Armour +15 Hardiness +12% Resists +8% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +30% darkness Res.pen +10% cold Melee Ret 4 darkness ----- def ----- Armour +32 Fatigue +22% Resists +6% darkness +6% cold A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Str +3 Dex +3 Mag +4 Wil +3 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) Spell.save +5 (+3 eff.) ---------- misc Stam/turn +0.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -202 life. The duration and life will increase by 1% for every 1% life you have lost (currently 448 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +5 Mag +8 Wil +7 Con dps ---------- Spell.pwr +15 (+7 eff.) Melee+ 11 arcane Dmg.mod +6% arcane ----- def ----- Armour +14 Hardiness +6% Fatigue +5% Resists +7% arcane +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 300.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +25 (+8 eff.) Melee Ret 8 arcane ---------- misc Equi/ret +0.20 Hate/m.crit +3.00 Max.hate +10.00 Heal yourself and all friendly characters within 10 spaces for 416 Puts all charms on 9 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Barney the Cornac Berserker level 27
14th Pyre 123rd year of Ascendancy at 07:29 see stats
By Barney the Cornac Berserker level 27
12nd Pyre 123rd year of Ascendancy at 11:12 see stats
By Barney the Cornac Berserker level 34
55th Pyre 123rd year of Ascendancy at 03:17 see stats
By Barney the Cornac Berserker level 33
51st Pyre 123rd year of Ascendancy at 06:45 see stats
By Barney the Cornac Berserker level 31
44th Pyre 123rd year of Ascendancy at 21:23 see stats
By Barney the Cornac Berserker level 30
25th Pyre 123rd year of Ascendancy at 09:21 see stats
By Barney the Cornac Berserker level 12
23rd Dusk 122nd year of Ascendancy at 12:50 see stats
By Barney the Cornac Berserker level 31
46th Pyre 123rd year of Ascendancy at 16:52 see stats
By Barney the Cornac Berserker level 18
77th Haze 122nd year of Ascendancy at 10:40 see stats
By Barney the Cornac Berserker level 36
6th Dusk 123rd year of Ascendancy at 20:03 see stats
By Barney the Cornac Berserker level 10
12nd Dusk 122nd year of Ascendancy at 07:32 see stats
By Barney the Cornac Berserker level 20
41st Regrowth 123rd year of Ascendancy at 12:33 see stats
By Barney the Cornac Berserker level 30
23rd Pyre 123rd year of Ascendancy at 22:40 see stats
By Barney the Cornac Berserker level 18
76th Dusk 122nd year of Ascendancy at 08:34 see stats
By Barney the Cornac Berserker level 29
23rd Pyre 123rd year of Ascendancy at 01:17 see stats
By Barney the Cornac Berserker level 17
67th Dusk 122nd year of Ascendancy at 10:01 see stats
By Barney the Cornac Berserker level 32
46th Pyre 123rd year of Ascendancy at 23:17 see stats
By Barney the Cornac Berserker level 10
12nd Dusk 122nd year of Ascendancy at 07:57 see stats
By Barney the Cornac Berserker level 19
17th Regrowth 123rd year of Ascendancy at 14:07 see stats
By Barney the Cornac Berserker level 35
5th Mirth 123rd year of Ascendancy at 01:59 see stats
By Barney the Cornac Berserker level 28
17th Pyre 123rd year of Ascendancy at 03:24 see stats
By Barney the Cornac Berserker level 18
68th Dusk 122nd year of Ascendancy at 04:15 see stats
By Barney the Cornac Berserker level 18
68th Dusk 122nd year of Ascendancy at 13:10 see stats
By Barney the Cornac Berserker level 25
11st Pyre 123rd year of Ascendancy at 22:08 see stats
Log
Barney's blood frenzy intensifies!
Ruin banshee resists the terror!
Barney hits Shadow for 0 fire damage.
Barney hits Shadow for 0 fire damage.
Barney hits Shadow for 0 fire damage.
Barney hits Ruin banshee for 196 physical, 20 nature, 4 physical, 3 fire (223 total damage).
Barney is no longer out of phase.
Barney is unstoppable!
Eternal bone giant hits Barney for (6 refused), 0 blight (0 total damage).
Melee retaliation hits Eternal bone giant for (5 absorbed), 0 arcane, (3 absorbed), 0 darkness (0 total damage).
Curse of Death from Ruin banshee hits Barney for (20 refused), 0 darkness (0 total damage).
Barney uses Infusion: Healing.
Barney receives 402 healing from Infusion: Healing.
Barney wears (replacing Chamadogar the elven-wood totem of healing [power 416] (3/9 cooldown)): soothing elven-wood totem of healing [power 338] (9 cooldown).
Melee retaliation hits Shadow for 1 darkness damage.
Banshee misses Barney.
The Shade of Telos casts Freeze.
Barney resists!
The Shade of Telos hits Barney for 180 cold damage.
Something hits Shadow for 0 arcane damage.
Something hits Barney for 146 arcane damage.
Ruin banshee hits Barney for 31 physical, 25 blight (56 total damage).
Melee retaliation hits Ruin banshee for 2 darkness damage.
Gowen the orc elite berserker's creeping dark hits Giant green ant for 30 darkness damage.
Shadow casts Shadow Flames.
Shadow hits Barney for 112 fire damage.
Barney the level 39 cornac berserker was blazed to death by a shadow on level 5 of Ruins of Telmur.
Barney's rage subsides!
Barney no longer revels in blood quite so much.