











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 11 / 87% |
Size | medium |
Lifes / Deaths | Killed by The Mouth at level 6 on the 21st Voratun 122nd year of Ascendancy at 01:09 / 38Killed by slimy crawler at level 6 on the 21st Voratun 122nd year of Ascendancy at 02:11 Killed by fire drake hatchling at level 7 on the 7th Profit 122nd year of Ascendancy at 11:39 Killed by fire drake hatchling at level 7 on the 7th Profit 122nd year of Ascendancy at 12:07 Killed by icy orc wyrmic at level 7 on the 7th Profit 122nd year of Ascendancy at 12:31 Killed by Zenxara the Guardian at level 8 on the 7th Profit 122nd year of Ascendancy at 16:19 Killed by Zenxara the Guardian at level 8 on the 7th Profit 122nd year of Ascendancy at 16:31 Killed by Aruta the Guardian at level 8 on the 7th Profit 122nd year of Ascendancy at 22:38 Killed by Aruta the Guardian at level 8 on the 7th Profit 122nd year of Ascendancy at 22:49 Killed by Aruta the Guardian at level 8 on the 7th Profit 122nd year of Ascendancy at 23:02 Killed by orc assassin at level 8 on the 8th Profit 122nd year of Ascendancy at 04:00 Killed by orc assassin at level 8 on the 8th Profit 122nd year of Ascendancy at 04:12 Killed by fire drake hatchling at level 8 on the 8th Profit 122nd year of Ascendancy at 04:31 Killed by fire drake hatchling at level 8 on the 8th Profit 122nd year of Ascendancy at 04:44 Killed by minotaur at level 8 on the 8th Profit 122nd year of Ascendancy at 06:42 Killed by minotaur at level 8 on the 8th Profit 122nd year of Ascendancy at 07:03 Killed by Elubeth the Guardian at level 8 on the 8th Profit 122nd year of Ascendancy at 09:49 Killed by Elubeth the Guardian at level 8 on the 8th Profit 122nd year of Ascendancy at 10:06 Killed by onilug at level 8 on the 8th Profit 122nd year of Ascendancy at 10:25 Killed by Nereta the Guardian at level 8 on the 8th Profit 122nd year of Ascendancy at 12:55 Killed by Nereta the Guardian at level 8 on the 8th Profit 122nd year of Ascendancy at 13:15 Killed by crimson ooze at level 8 on the 8th Profit 122nd year of Ascendancy at 13:30 Killed by crimson ooze at level 8 on the 8th Profit 122nd year of Ascendancy at 14:24 Killed by gwelgoroth at level 8 on the 8th Profit 122nd year of Ascendancy at 17:23 Killed by Betunne the Guardian at level 9 on the 8th Profit 122nd year of Ascendancy at 18:08 Killed by Voryta the Guardian at level 9 on the 8th Profit 122nd year of Ascendancy at 20:58 Killed by minotaur at level 9 on the 9th Profit 122nd year of Ascendancy at 03:53 Killed by minotaur at level 9 on the 9th Profit 122nd year of Ascendancy at 04:12 Killed by anaconda at level 9 on the 9th Profit 122nd year of Ascendancy at 04:37 Killed by anaconda at level 9 on the 9th Profit 122nd year of Ascendancy at 05:06 Killed by anaconda at level 9 on the 9th Profit 122nd year of Ascendancy at 05:19 Killed by anaconda at level 9 on the 9th Profit 122nd year of Ascendancy at 05:33 Killed by Gythra the storm drake hatchling at level 9 on the 9th Profit 122nd year of Ascendancy at 05:58 Killed by Gythra the storm drake hatchling at level 9 on the 9th Profit 122nd year of Ascendancy at 06:43 Killed by Gythra the storm drake hatchling at level 9 on the 9th Profit 122nd year of Ascendancy at 07:15 Killed by Gythra the storm drake hatchling at level 9 on the 9th Profit 122nd year of Ascendancy at 08:32 Killed by Gythra the storm drake hatchling at level 9 on the 9th Profit 122nd year of Ascendancy at 09:01 Killed by Gythra the storm drake hatchling at level 9 on the 9th Profit 122nd year of Ascendancy at 09:42 |
Primary Stats
Strength | 47 (base 36) |
Dexterity | 12 (base 11) |
Constitution | 32 (base 25) |
Magic | 8 (base 10) |
Willpower | 19 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 830044/999483 |
Stamina | 162/162 |
Healing Factor | 0.71146873271491 |
Regeneration | 7.7846446222961 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 73 |
Accuracy | 19 |
Crit Chance | 1% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Darkness | +3% |
Nature | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | -3 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 16 |
Physical Save | 36 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 24%( 70%) |
Light | + 7%( 70%) |
Nature | + 25%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 9%( 70%) |
Darkness | + 21%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 34.75 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 98.66 blight damage and spawn a carrion worm mass. |
detrimental effect | The target is infected by a disease, doing 44.63 blight damage per turn and reducing healing received by 66%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target has been splashed with acid, taking 32.00 acid damage per turn, reducing armour by 20 and attack by 20. Acid Splash |
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +9% nature Changes damage: +3% darkness Maximum psi: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +29% 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. |
Main armor | ![]() Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +17 (+9 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 39% Changes stats: +2 Cun / +2 Wil Changes resistances: +21% lightning / +18% darkness / +17% blight / +5% arcane / +3% nature Changes damage: +3% nature Mental save: +13 (+6 eff.) Light radius: +1 A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +1 Str / +1 Con 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 | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% light Mana each turn: +0.04 Maximum life: +60.00 Amulets make your neck look great! |
Inventory
![]() biting gale rune (damage 38; dur 4; cd 19) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 38.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
![]() Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() creative vined mindstar (6-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() corrosive rough leather gloves of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 7 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +12 (+6 eff.) A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() 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: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 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 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
![]() 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Flint the Dwarf Berserker level 10
20th Profit 122nd year of Ascendancy at 12:11 see stats
By Flint the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 01:44 see stats
By Flint the Dwarf Berserker level 8
8th Profit 122nd year of Ascendancy at 12:54 see stats
Log
Worm that walks casts Drain.
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Worm that walks hits Flint for 180 blight, 18 blight, 21 blight, 10 blight, 21 blight, 6 fire (255 total damage).
Acid Splash from Worm that walks hits Flint for 37 acid damage.
Worm Rot from Worm that walks hits Flint for 43 blight, 40 acid (84 total damage).
Epidemic from Worm that walks hits Flint for 52 blight damage.
Carrion worm mass hits Flint for 8 physical damage.
Worm that walks misses Flint.
Worm that walks misses Flint.
Today is the 23rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Carrion worm mass's wormblight area effect hits Flint for 4 blight damage.
Worm that walks casts Virulent Strike.
Worm that walks misses Flint.
Worm that walks misses Flint.
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Worm that walks hits Flint for 25 physical, 21 blight, 6 fire, 21 blight, 21 blight (94 total damage).
Acid Splash from Worm that walks hits Flint for 37 acid damage.
Worm Rot from Worm that walks hits Flint for 43 blight, 40 acid (84 total damage).
Epidemic from Worm that walks hits Flint for 52 blight damage.
Carrion worm mass hits Flint for 7 physical damage.
Worm that walks casts Acid Strike.
Worm that walks misses Flint.
Worm that walks hits Flint for 38 acid, 19 blight, 93 acid, 16 blight, 19 blight, 11 blight, 19 blight (216 total damage).
Ruin hits Worm that walks for 8 healing, 8 healing, 8 healing (0 total damage) [25 healing].
A carrion worm mass bursts out of Flint!
Flint is free from the worm rot.