





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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 | Cornac |
Class | Berserker |
Level / Exp | 26 / 23% |
Size | medium |
Lifes / Deaths | Killed by boiling horror at level 18 on the 41st Dusk 122nd year of Ascendancy at 19:34 3 / 4Killed by Bethyra the Guardian at level 22 on the 38th Regrowth 123rd year of Ascendancy at 07:12 Killed by skeleton mage at level 26 on the 36th Pyre 123rd year of Ascendancy at 03:15 Killed by Barathol Mehkar at level 26 on the 36th Pyre 123rd year of Ascendancy at 03:20 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 44) |
Dexterity | 22 (base 22) |
Constitution | 43 (base 37) |
Magic | 12 (base 12) |
Willpower | 21 (base 17) |
Cunning | 22 (base 22) |
Resources
Life | 773/773 |
Stamina | 202/202 |
Healing Factor | 1.5323943661972 |
Regeneration | 8.062381607602 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Barehand
Damage | 20 |
Accuracy | 46 |
Crit Chance | 17% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (35%) |
Defense | 8 |
Ranged Defense | 11 |
Fatigue | 8 |
Physical Save | 31 |
Spell Save | 27 |
Mental Save | 15 |
Defense: Resistances
Darkness | + 15%( 70%) |
Light | + 18%( 70%) |
Nature | + 48%( 70%) |
Blight | + 28%( 70%) |
Cold | + 39%( 70%) |
Fire | + 13%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 24% for 6 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: 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 397 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 129 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the lost warrior from death by Barathol Mehkar. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by Barathol Mehkar. Escort: repented thief (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 10. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of squid ink. * You've found the needed pouch of faeros ash. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% light / +6% darkness / +12% cold / +22% nature / +3% fire Changes damage: +11% nature Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +50.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +4 (+4 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +3% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Mag / +5 Con Changes resistances: +9% darkness Changes damage: +5% acid / +6% fire / +6% lightning / +5% cold Critical mult.: +6.00% Physical save: +6 (+3 eff.) Life regen: +0.40 Spellpower: +5 (+5 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% blight Changes damage: +10% blight Rings can have magical properties. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 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.pwr / acc Armour Penetration: +12 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Burst (radius 1) on hit: +13 fire Massive two-handed swords. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+6 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 38.58 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Damage (Melee): 4 acid / 5 cold / 6 fire / 7 arcane / 5 lightning Changes stats: +9 Wil / +9 Mag Changes resistances: +5% arcane Changes resistances penetration: +10% blight Mental save: +8 (+6 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +49.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+7 eff.) Fatigue: +26% Damage (Melee): 13 acid / 15 fire Damage when hit (Melee): 10 acid / 9 fire Changes resistances: +15% acid / +14% fire A suit of armour made of metal plates. |
![]() 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 / 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 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 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 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 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: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 Barathol Mehkar the Cornac Berserker level 26
24th Pyre 123rd year of Ascendancy at 02:28 see stats
By Barathol Mehkar the Cornac Berserker level 18
40th Dusk 122nd year of Ascendancy at 11:43 see stats
By Barathol Mehkar the Cornac Berserker level 22
22nd Regrowth 123rd year of Ascendancy at 22:41 see stats
By Barathol Mehkar the Cornac Berserker level 21
56th Dusk 122nd year of Ascendancy at 20:35 see stats
By Barathol Mehkar the Cornac Berserker level 18
40th Dusk 122nd year of Ascendancy at 05:04 see stats
By Barathol Mehkar the Cornac Berserker level 19
42nd Dusk 122nd year of Ascendancy at 03:18 see stats
By Barathol Mehkar the Cornac Berserker level 10
8th Mirth 122nd year of Ascendancy at 13:12 see stats
By Barathol Mehkar the Cornac Berserker level 20
56th Dusk 122nd year of Ascendancy at 02:05 see stats
By Barathol Mehkar the Cornac Berserker level 22
49th Haze 122nd year of Ascendancy at 06:26 see stats
By Barathol Mehkar the Cornac Berserker level 19
42nd Dusk 122nd year of Ascendancy at 07:36 see stats
By Barathol Mehkar the Cornac Berserker level 9
3rd Mirth 122nd year of Ascendancy at 12:43 see stats
By Barathol Mehkar the Cornac Berserker level 19
55th Dusk 122nd year of Ascendancy at 03:09 see stats
By Barathol Mehkar the Cornac Berserker level 23
50th Regrowth 123rd year of Ascendancy at 04:22 see stats
By Barathol Mehkar the Cornac Berserker level 13
18th Dusk 122nd year of Ascendancy at 11:45 see stats
By Barathol Mehkar the Cornac Berserker level 23
49th Regrowth 123rd year of Ascendancy at 13:39 see stats
By Barathol Mehkar the Cornac Berserker level 17
38th Dusk 122nd year of Ascendancy at 11:46 see stats
Log
Barathol Mehkar is invigorated by the attack!
Something hits Barathol Mehkar for 79 physical, 13 blight (92 total damage).
Barathol Mehkar is invigorated by the attack!
Something hits Barathol Mehkar for 233 darkness damage.
Barathol Mehkar is invigorated by the attack!
Barathol Mehkar deactivates Daunting Presence.
Barathol Mehkar receives 55 healing.
Bane of Blindness from Celia hits Barathol Mehkar for 27 darkness damage.
Barathol Mehkar misses Something.
Barathol Mehkar is invigorated by the attack!
Something hits Barathol Mehkar for 69 physical, 13 blight (82 total damage).
Barathol Mehkar is invigorated by the attack!
You hear all the doors being shattered into pieces.
Quest 'And now for a grave' status updated! (Press 'j' to see the quest log)
Something hits Barathol Mehkar for 227 arcane damage.
Barathol Mehkar the level 26 cornac berserker was energised to death by a skeleton mage on level 2 of Last Hope Graveyard.
You have 3 life(s) left.
Barathol Mehkar has finished recovering.
Barathol Mehkar recovers sight.
Barathol Mehkar is freed from the rigor mortis.
Barathol Mehkar speeds up.
Barathol Mehkar is no longer attuned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Barathol Mehkar!
Saving done.
Saving game...