










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 15 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 71st Haze 122nd year of Ascendancy at 15:53 / 1 |
Primary Stats
| Strength | 57 (base 41) |
| Dexterity | 22 (base 11) |
| Constitution | 32 (base 32) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -205/555 |
| Stamina | 157/224 |
| Healing Factor | 1.2824420161894 |
| Regeneration | 2.8854945364262 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 14.805239081272 |
| See Invisible | 14.805239081272 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 29 |
| Crit Chance | 21% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Physical | +6% |
Offense: Damage Penetration
| Physical | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 60.723073231957 (96.438666929426%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 27 |
| Physical Save | 36 |
| Spell Save | 9 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Cold | + 10%( 70%) |
| Temporal | + 17%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 43% |
| Bleed Resistance | 20% |
| Disarm Resistance | 31% |
| Knockback Resistance | 52% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
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 / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower 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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Bersk. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | 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 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 Minotaur. * 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 |
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 Possessed. | 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. | 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 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.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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.' * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Hellwend the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +10% physical Apr +3 ----- def ----- Armour +3 Fatigue +2% Resists +3% fire ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Emeloldamira the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Wil ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+6 eff.) Mind.save +9 (+5 eff.) ---------- misc Max.psi +20.00 A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | gold ring 'Gorogen'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) Melee Ret 8 physical ----- def ----- Defense +5 (+3 eff.) Resists +6% acid Max.HP +25.00 Disarm- +31% Pinning- +23% Knockbk- +28% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around waist | rough leather belt 'Erenarigas'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +8 Defense +5 (+3 eff.) Resists +6% acid Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Ce'Nolewyn' (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 nature While equipped: ----- def ----- Armour +2 Resists +3% blight +3% cold Blind- +20% Cut- +20% Massive two-handed mauls. |
| On hands | Brandfear the dwarven-steel gauntlets (20 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +6% physical ----- def ----- Armour +7 Defense +20 (+10 eff.) Fatigue +3% Resists +3% acid +9% fire +3% cold Crit.chn- 10.00% Die.at -40.00 life 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 | impenetrable steel plate armour of Eyal (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Max.HP +23.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
| Cloak | Bearevon the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +5% arcane +3% temporal Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Rhotolen the Spiderreaper0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Resists +11% temporal Die.at -80.00 life Pinning- +20% Knockbk- +24% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 588%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 588% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
plaguebringer's steel battleaxe of daylight (24-37 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 blight +9 light Against +10% Undead On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 9 While equipped: ----- def ----- Disease- +15% Massive two-handed battleaxes. |
Chirig the yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+7 eff.) Dmg.mod +20% fire ----- def ----- Resists +3% blight +4% physical +10% fire Heal.mod +10% Blind- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
pair of rough leather boots of evasion (3 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+6 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tarrukalthorach the Glacierwrecker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Melee+ 8 acid Dmg.mod +5% acid +12% physical Res.pen +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Spell.save +6 (+6 eff.) 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. |
Vorolle the Glimmerstriker (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light +12% fire Res.pen +20% light +10% acid Acc +7 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +29% ---------- misc Light +2 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. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
steel shield 'Delebers' (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Spell.crit +2% Spell.pwr +10 (+7 eff.) S.pwr/crit +4 Melee Ret 8 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning ---------- misc Psi/ret +0.12 Max.psi +30.00 Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
129 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Flashbloom the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Melee Ret 11 fire ----- def ----- Defense +15 (+8 eff.) Resists +3% acid +9% fire ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest2.0 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bersk the Cornac Berserker level 13
71st Dusk 122nd year of Ascendancy at 19:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bersk the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 09:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bersk the Cornac Berserker level 10
4th Mirth 122nd year of Ascendancy at 09:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Bersk the Cornac Berserker level 14
54th Haze 122nd year of Ascendancy at 12:05 see stats
Log
Bersk's blood frenzy intensifies!
Worm that walks resists the terror!
Worm that walks's armour is damaged!
Bersk hits Worm that walks for 147 physical, 12 nature, 3 physical (161 total damage).
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm that walks misses Bersk.
Worm that walks misses Bersk.
Worm that walks hits Bersk for 179 blight damage.
Bersk has finished recovering.
Worm Rot from Worm that walks hits Bersk for 37 blight, 27 acid (64 total damage).
Epidemic from Worm that walks hits Bersk for 51 blight damage.
Bersk uses Infusion: Regeneration.
Bersk starts regenerating health quickly.
Worm that walks casts Virulent Strike.
The diseases of worm that walks spread!
Worm that walks misses Bersk.
Worm that walks HEALS from blight damage!
Melee retaliation hits Worm that walks for 0 blight, 6 healing, 4 physical, 0 blight, 6 healing, 4 physical, 0 blight, 6 healing, 4 physical (13 total damage) [17 healing].
Ruin hits Worm that walks for 10 healing, 10 healing, 10 healing (0 total damage) [30 healing].
Worm that walks hits Bersk for 2 physical, 22 blight, 1 physical, 7 light, 23 blight, 1 blight, 7 light, 23 blight (85 total damage).
Bersk stops regenerating health quickly.
Epidemic from Worm that walks hits Bersk for 60 blight damage.
Worm Rot from Worm that walks hits Bersk for 43 blight damage.
Bersk the level 15 cornac berserker was debilitated by noxious blight before falling to death by a worm that walks on level 3 of Old Forest.
Bersk's rage subsides!
Bersk no longer revels in blood quite so much.
A carrion worm mass bursts out of Bersk!
Bersk is free from the worm rot.









































































