










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official 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:
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! Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | 16 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 43rd Dusk 122nd year of Ascendancy at 22:20 / 1 |
Primary Stats
| Strength | 41 (base 35) |
| Dexterity | 27 (base 20) |
| Constitution | 45 (base 32) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -61/540 |
| Stamina | 100/165 |
| Healing Factor | 1.4111689881046 |
| Regeneration | 0.35279224702617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +53.2% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Mind | +18% |
| Physical | +18% |
| Fire | +5% |
| Lightning | +6% |
Offense: Damage Penetration
| Physical | +26% |
| Lightning | +27% |
| Cold | +19% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.61854289028 (92.194629961351%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 30 |
| Physical Save | 27 |
| Spell Save | 12 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 24%( 70%) |
| Blight | + 19%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 40%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
Inscriptions (4/4)
| 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 202 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 557% 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 Constitution 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 95 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.41 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 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 worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
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 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 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Equipment
| On feet | pair of dwarven-steel boots 'Cloudvice' (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Con dps ---------- Phys.crit +3.0% Mind.pwr +5 (+3 eff.) Dmg.mod +9% mind Res.pen +10% lightning +16% physical ----- def ----- Armour +8 Fatigue +3% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Salevea the Flashquake2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Melee Ret 4 lightning On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +6% fire Phys.save +5 (+3 eff.) Heal.mod +11% ---------- 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 | Ebonyrend the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +5% fire +3% mind +6% cold Spell.save +3 (+3 eff.) Die.at -20.00 life Heal.mod +5% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 195 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hanehek0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Mind.save +8 (+4 eff.) Confus- +32% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
| On fingers | gold ring 'Aeriwen'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Mind.crit +1% Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical Acc +5 (+1 eff.) Melee Ret 8 mind 8 physical ----- def ----- Defense +10 (+5 eff.) Rings make your fingers look great! |
| Around waist | Aeravea1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +3 Str dps ---------- Melee Ret 10 acid 4 mind ----- def ----- Resists +6% acid +6% blight A belt that goes around your waist. |
| In main hand | Gloomnull (45-68 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +20 lightning +19 cold While equipped: dps ---------- Mov.spd +53% Res.pen +17% lightning +10% physical +19% cold Acc +23 (+7 eff.) Apr +12 On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +9 (+5 eff.) Resists +6% darkness Disarm- +28% Massive two-handed mauls. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 32.92 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Charbreak the iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +2.0% Dmg.mod +9% physical ----- def ----- Armour +7 Fatigue +22% Resists +3% fire Max.HP +22.00 A suit of armour made of metal plates. |
| Cloak | Malodorek (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Dmg.mod +9% mind Acc +5 (+1 eff.) ----- def ----- Defense +1 (+1 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 | insulating copper amulet of perfection (0.11 Technique / Warcries,0.11 Technique / Combat training)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +11% fire +12% cold ---------- misc Masteries +0.11 Technique/Warcries +0.11 Technique/Combat training Amulets make your neck look great! |
Inventory
ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Windraze the dwarven-steel greatsword (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 43.5 - 69.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 nature On Hit: * 20% chance to reduce armor by 10% While equipped: dps ---------- Dmg.mod +3% light Melee Ret 8 nature 2 acid Massive two-handed swords. |
Velariatta the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane Acc +7 (+2 eff.) Melee Ret 8 arcane ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +32% ---------- misc Mana/turn +0.08 Max.mana +60.00 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. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
4 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. |
9 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. |
6 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. |
8 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. |
2 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. |
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. |
3 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. |
3 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 38.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 38.69 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. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
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. |
soothing yew totem of stinging [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kildery the Cornac Berserker level 10
3rd Mirth 122nd year of Ascendancy at 01:49 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kildery the Cornac Berserker level 10
6th Flare 122nd year of Ascendancy at 02:07 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kildery the Cornac Berserker level 16
43rd Dusk 122nd year of Ascendancy at 19:13 see stats
Log
Kildery is stunned!
Zubota the vampire's Noggin Knocker hits Kildery for 23 physical, 8 acid (30 total damage).
Zubota the vampire's Noggin Knocker hits Kildery for 20 physical, 8 acid (28 total damage).
Zubota the vampire's Noggin Knocker hits Kildery for 19 physical, 8 acid (27 total damage).
Zubota the vampire uses Kneecapper.
Kildery is pinned to the ground.
Zubota the vampire's Kneecapper hits Kildery for 56 physical, 8 acid (64 total damage).
You are unable to move!
You are unable to move!
You are unable to move!
Talent Rune: Blink is ready to use.
Talent Death Dance is ready to use.
Talent Dig is ready to use.
Zubota the vampire shoots!
You are unable to move!
Zubota the vampire's Shoot hits Kildery for 29 physical, 8 acid (37 total damage).
Kildery is no longer pinned.
Kildery is not stunned anymore.
Talent Shattering Blow is ready to use.
Zubota the vampire shoots!
Kildery is caught inside a Hurricane.
Thunderstorm hits Kildery for 25 lightning damage.
Something hits Kildery for 276 lightning damage.
Kildery the level 16 cornac berserker was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Kildery is dazed!
Kildery's rage subsides!



































































