Flamink but very angriff the level 3 Cornac Berserker by Dasboom

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.7.4
Addons
CampaignMaj'Eyal
ModeNightmare Roguelike
SexMale
RaceCornac
ClassBerserker
Level / Exp3 / 98%
Sizemedium
Lifes / Deaths

Primary Stats

Strength24 (base 24)
Dexterity13 (base 11)
Constitution13 (base 13)
Magic10 (base 10)
Willpower21 (base 10)
Cunning15 (base 10)

Resources

Life162/162
Stamina144/144
Healing Factor1.0283363011315
Regeneration6.6327691422982

Speed

Mental0%
Attack0%
Movement0%
Spell0%
Global+100%

Vision

Sight10
Lite3

Offense: Mainhand

Damage39
Accuracy27
Crit Chance4%
APR1
Speed1.00

Offense: Spell

Spellpower10
Crit Chance2%
Speed1

Offense: Mind

Mindpower22
Crit Chance2%
Speed1

Offense: Damage Bonus

Light+11%
Lightning+21%

Defense: Base

Armour (hardiness)10.522593642275 (62.32946707186%)
Defense5
Ranged Defense5
Fatigue5
Physical Save18
Spell Save10
Mental Save18

Defense: Resistances

Lightning+ 37%( 70%)
Light+ 22%( 70%)
All 0%( 70%)

Defense: Immunities

Instadeath Resistance100%

Inscriptions (3/3)

Infusions
Infusions
Infusions

Class Talents

Technique / Berserker's strength1.30
0/5
0/5
0/5
0/5
Technique / Two-handed assault1.30
1/5
0/5
0/5
0/5
Technique / Combat veteran1.30
1/5
0/5
0/5
0/5
Technique / Combat techniques1.30
4/5
0/5
0/5
0/5

Generic Talents

Cunning / Survival1.00
0/5
0/5
0/5
0/5
Technique / Conditioning1.30
1/5
0/5
0/5
0/5
Technique / Combat training1.30
0/5
2/5
0/5
1/5
2/5
0/5

Effects

Quests

done
active

Equipment

On hands
On fingers
On fingers
Around neck
In main hand
Around waist
Light source
On head
Main armor

Inventory

Achievements

Log


Flamink but very angriff wears:
mule's steel ring of lightning (+22%).

Flamink but very angriff wears:
psionicist's copper ring of light (+22%).

Resting starts...

Rested for 6 turns (stop reason: all resources and life at maximum).


There is nowhere left to explore.

Resting starts...

Rested for 27 turns (stop reason: all resources and life at maximum).


There is nowhere left to explore.

You gain 1.00 gold from the transmogrification of
iron plate armour (0 def, 7 armour).
You gain 1.00 gold from the transmogrification of
iron plate armour (0 def, 7 armour).
You gain 1.55 gold from the transmogrification of
cleansing rough leather armour of resilience (3 def, 2 armour).
You gain 2.53 gold from the transmogrification of
sand rough leather gloves of strength (+3) (0 def, 6 armour).
You gain 0.95 gold from the transmogrification of
arcing iron waraxe of massacre (16-22 power, 2 apr).
You gain 1.70 gold from the transmogrification of
potent elm vilestaff of might (12-14 power, 2 apr, darkness element).
You gain 2.09 gold from the transmogrification of
nature's vined mindstar of life (4-4 power, 18 apr, nature damage).
You gain 2.09 gold from the transmogrification of
nature's vined mindstar of life (5-6 power, 18 apr, mind damage).
You gain 2.32 gold from the transmogrification of
creative mossy mindstar of resolve (3-3 power, 12 apr, nature damage).
You gain 2.75 gold from the transmogrification of
steady elm longbow of acid.
You gain 0.25 gold from the transmogrification of
elm longbow.
You gain 1.83 gold from the transmogrification of
warrior's copper amulet of cunning (+2).
You gain 0.53 gold from the transmogrification of
teleportation rune (range 20; cd 20).
You gain 1.74 gold from the transmogrification of
shielding rune of the wizard (absorb 113; dur 4; cd 17).
You gain 1.50 gold from the transmogrification of
wild infusion of the wizard (res 17%; magical; dur 2; cd 15).
You gain 1.18 gold from the transmogrification of
regeneration infusion of the psychic (heal 131; 15 cd).
There is a collapsed tower here (press '' or right click to use).