
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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! Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 15 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Agar at level 13 on the 12nd Dusk 122nd year of Ascendancy at 03:47 0 / 6Killed by worm that walks at level 13 on the 26th Dusk 122nd year of Ascendancy at 02:18 Killed by worm that walks at level 13 on the 26th Dusk 122nd year of Ascendancy at 02:39 Killed by worm that walks at level 13 on the 26th Dusk 122nd year of Ascendancy at 03:37 Killed by ultimate gwelgoroth at level 15 on the 31st Dusk 122nd year of Ascendancy at 00:36 Killed by ultimate gwelgoroth at level 15 on the 31st Dusk 122nd year of Ascendancy at 00:56 |
Primary Stats
| Strength | 52 (base 38) |
| Dexterity | 12 (base 12) |
| Constitution | 38 (base 26) |
| Magic | 14 (base 10) |
| Willpower | 28 (base 18) |
| Cunning | 10 (base 10) |
Resources
| Life | -80/501 |
| Stamina | 107/187 |
| Healing Factor | 1.3402122670883 |
| Regeneration | 4.9152914480082 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 39 |
| Crit Chance | 22% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +10% |
| Fire | +3% |
| Nature | +6% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 37.723073231957 (96.438666929426%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 26 |
| Physical Save | 33 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Cold | + 22%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 15%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 50% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 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: 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 mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 567% 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. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by Prox the Mighty. Escort: worried loremaster (level 3 of Trollmire) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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. The fortress's current energy level is: 1. | 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. | 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 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.' * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
Equipment
| On feet | pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Gythra'2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Str +1 Mag +1 Wil dps ---------- Melee Ret 2 mind 13 fire ----- def ----- Resists +6% 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | yew totem of stinging [power 242] (4/15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 257 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 10 light Ranged+ 15 light Dmg.mod +10% light Rings make your fingers look great! |
| On fingers | mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around waist | rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +25 A belt that goes around your waist. |
| In main hand | balanced dwarven-steel greatsword of crippling (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +32% Massive two-handed swords. |
| On hands | cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +2 Fatigue +3% Resists +5% fire 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 | Curegrinder (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% darkness +5% nature Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +9 Fatigue +22% Resists +9% darkness +19% cold A suit of armour made of metal plates. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fulysta the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Phys.crit +3.0% Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Phys.save +3 (+1 eff.) Heal.mod +13% Cut- +50% ---------- misc Light +3 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 136 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
copper ring of arcana (+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
thought-forged steel greatmaul of erosion (24-37 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Psionic Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 nature +12 mind On Hit: * 17% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +2 Wil Massive two-handed mauls. |
Unlightthorn the iron greatsword (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 darkness On Hit.r1 +4 blight On Hit: * 10% chance to reduce damage dealt by 14% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +3% Massive two-handed swords. |
thought-forged steel greatsword of erosion (27-43 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature +9 mind On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +5 Cun +3 Wil Massive two-handed swords. |
Armukan the Brightbloom (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +12% fire +3% mind +6% cold Poison- +10% Knockbk- +20% A pair of boots made of leather. |
rough leather cap 'Shimmerknave' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +15% mind +10% lightning Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
iron mail armour of the deep (2 def, 5 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +2 (+2 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
troll-hide cured leather armour of alacrity (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +31.00 HP.reg +3.10 Heal.mod +12% A suit of armour made of leather. |
psychokinetic quiver of elm arrows of amnesia (23/23, 12-17 power, 5 apr)3.0 T1 arrow ammo [Ego++] Psionic Power 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 23 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 89 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
6 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. |
65 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. |
4 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. |
5 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Siluna' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ----- def ----- Resists +9% acid +6% cold Heal.mod +15% Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
ash totem of summon tentacle [power 155] (4/25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 372 Base Damage: 159 Armor: 7 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
3 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. |
2 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. |
9 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. |
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
Bringer of Doom
Killed a Bringer of Doom.By Agar the Cornac Berserker level 11
11st Dusk 122nd year of Ascendancy at 07:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Agar the Cornac Berserker level 15
29th Dusk 122nd year of Ascendancy at 05:54 see stats
Level 10
Got a character to level 10.By Agar the Cornac Berserker level 10
6th Dusk 122nd year of Ascendancy at 11:34 see stats
Size matters
Did over 600 damage in one attack.By Agar the Cornac Berserker level 13
26th Dusk 122nd year of Ascendancy at 15:11 see stats
The Arena
Unlocked Arena mode.By Agar the Cornac Berserker level 9
4th Dusk 122nd year of Ascendancy at 02:19 see stats
The secret city
Discovered the truth about mages.By Agar the Cornac Berserker level 9
6th Dusk 122nd year of Ascendancy at 04:42 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Agar the Cornac Berserker level 14
27th Dusk 122nd year of Ascendancy at 16:35 see stats
Log
Agar hits Gwelgoroth for 290 physical damage.
Melee retaliation hits Agar for 10 lightning damage.
Agar killed Gwelgoroth!
Hurricane from Ultimate gwelgoroth hits Agar for 28 lightning damage.
Ultimate gwelgoroth casts Chain Lightning.
Agar resists!
Ultimate gwelgoroth's Shock hits Agar for 60 lightning damage.
Ultimate gwelgoroth hits Agar for 76 lightning damage.
Hurricane from Ultimate gwelgoroth hits Agar for 30 lightning damage.
Agar uses Infusion: Movement.
Agar is moving at extreme speed!
Melee retaliation hits Ultimate gwelgoroth for 2 acid, 2 mind, 17 fire (21 total damage).
Ultimate gwelgoroth hits Agar for 0 lightning damage.
Agar slows down.
Agar performs a melee critical strike against Ultimate gwelgoroth!
Agar's blood frenzy intensifies!
Ultimate gwelgoroth resists the terror!
Ultimate gwelgoroth is crippled.
Agar feels pain again.
Agar hits Ultimate gwelgoroth for 174 physical, 11 light, 8 fire (193 total damage).
Melee retaliation hits Agar for 7 lightning damage.
Hurricane from Ultimate gwelgoroth hits Agar for 29 lightning damage.
Ultimate gwelgoroth casts Lightning.
Ultimate gwelgoroth hits Agar for 76 lightning damage.
Agar the level 15 cornac berserker was bolted to death by an ultimate gwelgoroth on level 1 of Derth.
Agar's rage subsides!
Agar no longer revels in blood quite so much.






































































