Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Ignore Race/Class Locks 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 24 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 19 on the 22nd Haze 122nd year of Ascendancy at 07:55 3 / 4Killed by Geda the degenerated skeleton warrior at level 23 on the 59th Haze 122nd year of Ascendancy at 00:23 Killed by skeleton warrior at level 24 on the 75th Haze 122nd year of Ascendancy at 20:57 Killed by Tanj 4 at level 24 on the 75th Haze 122nd year of Ascendancy at 21:13 |
Primary Stats
| Strength | 75 (base 54) |
| Dexterity | 25 (base 15) |
| Constitution | 59 (base 43) |
| Magic | 15 (base 10) |
| Willpower | 30 (base 11) |
| Cunning | 21 (base 11) |
Resources
| Life | 797/797 |
| Stamina | 219/219 |
| Healing Factor | 1.15 |
| Regeneration | 1.4834999999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 51 |
| Crit Chance | 22% |
| APR | 2 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.2 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +15% |
| Physical | +21% |
| Mind | +3% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +6% |
Defense: Base
| Armour (hardiness) | 40.28 (76%) |
| Defense | 17.25 |
| Ranged Defense | 17.25 |
| Fatigue | 24 |
| Physical Save | 47.633333333333 |
| Spell Save | 23.875 |
| Mental Save | 40.95 |
Defense: Resistances
| Acid | 5%( 70%) |
| Darkness | 22%( 70%) |
| Temporal | 13%( 70%) |
| Fire | 10%( 70%) |
| Physical | 14%( 70%) |
| Cold | 8%( 70%) |
| All | 3%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 13% for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 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 |
| beneficial effect | Bloodrage |
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&039;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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 2 of Daikara) | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 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&LIGHT_GREEN | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITEGREENWHITEREDWHITELIGHT_GREEN039;ve found the needed minotaur nose. The Brotherhood of Alchemists* &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITELIGHT_GREEN039;ve found the needed orc heart. | active |
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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden& Eden&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | onyx ring onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
| On fingers | Manohor ManohorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +2% physical / +3% acid Life regen: +0.20 Maximum life: +40.00 Healing mod.: +15% Rings can have magical properties. |
| Around waist | hardened leather belt &039; hardened leather belt &039;Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 Changes stats: +3 Wil / +1 Cun / +4 Con Changes resistances: +6% cold / +8% fire Physical save: +5 Mental save: +8 Maximum life: +48.00 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul &039; (51.5-77.25 power, 2 apr) dwarven-steel greatmaul &039; (51.5-77.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 51.5 - 77.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 90% Damage conversion: 41% acid blind When wielded/worn: Accuracy: +9 Changes stats: +3 Dex Changes resistances penetration: +6% acid Changes damage: +3% mind Critical mult.: +10.00% Life regen: +0.84 Psi each turn: +0.10 Mental crit. chance: +1% Massive two-handed maul. |
| On hands | brawler& brawler&Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +2 Changes stats: +7 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | spiked steel mail armour of delving (2 def, 6 armour) spiked steel mail armour of delving (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +6 Str Damage when the wearer is hit: 10 physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 9 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.00 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 64.38 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | anchoring steel amulet of constitution (+4) anchoring steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% temporal Knockback immunity: +24% Amulets can have magical properties. |
Inventory
anchoring gold amulet of the fish anchoring gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% temporal / +12% cold Allows you to breathe in: water Knockback immunity: +31% Amulets can have magical properties. |
gladiator& gladiator&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +6 Con Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel greatmaul of projection (43.5-65.25 power, 2 apr)glacial dwarven-steel greatmaul of projection (43.5-65.25 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +10 mind Damage conversion: 30% ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword (37.5-60 power, 2 apr)dwarven-steel greatsword (37.5-60 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balancing hardened leather belt of the vagrantbalancing hardened leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +7 Physical crit. chance: +4.0% Changes stats: +4 Dex / +4 Cun / +1 Con Mental save: +7 Mindpower: +5 A belt that goes around your waist. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 87.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
This item will automatically be transmogrified when you leave the level. icy dwarven-steel shield of acid resistance (+19%) (8 def, 2 armour, 77.5 block)icy dwarven-steel shield of acid resistance (+19%) (8 def, 2 armour, 77.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 cold Changes resistances: +19% acid Talent granted: +3 Block Handheld deflection devices |
102 alchemist agate 102 alchemist agate0.00 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. |
2 onyx 2 onyx0.00 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 Gems can be sold for money or used in arcane rituals. |
opal opal0.00 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 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 3 emerald0.00 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 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. XanogabretaXanogabreta Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% nature / +3% darkness / +6% light Light radius: +5 See stealth: +9 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of kinetic psionic shield [power 67] (20 cooldown)dwarven-steel torque of kinetic psionic shield [power 67] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 67 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tanj 4 the Shalore Berserker level 14
74th Dusk 122nd year of Ascendancy at 12:15 see stats
Exterminator
Killed 1000 creatures.By Tanj 4 the Shalore Berserker level 17
19th Haze 122nd year of Ascendancy at 02:13 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tanj 4 the Shalore Berserker level 20
35th Haze 122nd year of Ascendancy at 07:56 see stats
Fear me not!
Survived the Fearscape!By Tanj 4 the Shalore Berserker level 20
34th Haze 122nd year of Ascendancy at 07:50 see stats
Level 10
Got a character to level 10.By Tanj 4 the Shalore Berserker level 10
18th Dusk 122nd year of Ascendancy at 13:00 see stats
Level 20
Got a character to level 20.By Tanj 4 the Shalore Berserker level 20
22nd Haze 122nd year of Ascendancy at 16:08 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tanj 4 the Shalore Berserker level 12
51st Dusk 122nd year of Ascendancy at 02:13 see stats
Size matters
Did over 600 damage in one attack.By Tanj 4 the Shalore Berserker level 16
12nd Haze 122nd year of Ascendancy at 00:15 see stats
The Arena
Unlocked Arena mode.By Tanj 4 the Shalore Berserker level 7
3rd Dusk 122nd year of Ascendancy at 12:20 see stats
The secret city
Discovered the truth about mages.By Tanj 4 the Shalore Berserker level 11
27th Dusk 122nd year of Ascendancy at 16:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tanj 4 the Shalore Berserker level 21
47th Haze 122nd year of Ascendancy at 07:22 see stats
Log
Emperor wight hits ghoul for 9 lightning damage.
Emperor wight hits skeleton warrior for 0 lightning damage.
Emperor wight hits emperor wight for 6 lightning damage.
Skeleton warrior hits Tanj 4 for 156 physical damage.
Skeleton warrior killed Tanj 4!
Tanj 4 hits skeleton warrior for 0 physical damage.
Tanj 4 the level 24 shalore berserker was dissected to death by a skeleton warrior (yet again) on level 4 of Dreadfell.
You have 3 life(s) left.
Tanj 4 is not stunned anymore.
Tanj 4 has finished recovering.
Tanj 4 deactivates Berserker.
Tanj 4 deactivates Precise Strikes.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Warshout is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Rush is ready to use.
Talent Death Blow is ready to use.
Talent Shattering Shout is ready to use.
Talent Stunning Blow is ready to use.
Talent Death Dance is ready to use.
Talent Infusion: Regeneration is ready to use.
Saving done.
Saving done.
Saving game...
