Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.1 |
Addons | Doctornull's Tweak Pack 1.2.1A collection of tweaks for existing ToME content. Items Vault 1.2.0Donators/Buyers bonus! Better AI talent weights 1.0.0reworks the tactical information in hundreds of talents, as well as minor changes in the AI itself. This should mean that enemies make better tactical decisions, as well as preventing stupid ones as well (eg. attacking when out of range, healing when at full HP) Steamtech UI 1.0.5 Faerie Race 1.1.5This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Verdant Class Pack 1.2.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Stone Wardens DLC Class 1.1.6Donators/Buyers bonus! Doctornull's Class Pack 1.2.1This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Arena |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 47 / 61% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 72 (base 60) |
Magic | 10 (base 10) |
Willpower | 71 (base 60) |
Cunning | 71 (base 60) |
Resources
Life | 1038/1038 |
Equilibrium | 43 |
Healing Factor | 1.34 |
Regeneration | 64.655 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 85 |
Accuracy | 42 |
Crit Chance | 23% |
APR | 62 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 42 |
Crit Chance | 23% |
APR | 62 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 54.438776429872 |
Crit Chance | 27% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 36.275 |
Spell Save | 34.175 |
Mental Save | 45.566666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Bleed Resistance | 76% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Pinning Resistance | 21% |
Poison Resistance | 76% |
Blind Resistance | 98% |
Inscriptions (4/4)
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 physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 486 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 24% for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Wild Growth |
talent | Psiblades |
talent | Mitosis |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 46.20 life per turn. Regeneration |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
On feet | Everstride (5 def, 5 armour) Everstride (5 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 Changes stats: +8 Str / +8 Con Talent masteries: +0.20 Technique / Field control +0.20 Technique / Combat techniques +0.20 Technique / Combat veteran Stamina each turn: +1.00 Maximum life: +50.00 Maximum stamina: +50.00 Maximum air capacity: +50.00 The sturdiest boots you have ever seen. Wearing them makes you feel tireless. Perfect for a hiking trip all over Eyal. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 fingers | rogue's steel ring of tenacity rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +24.00 Rings can have magical properties. |
On fingers | solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Life regen: +1.00 Maximum life: +75.00 Mindpower: +10 Healing mod.: +20% Rings can have magical properties. |
Around waist | monstrous hardened leather belt of life monstrous hardened leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +3 Str / +4 Con Physical save: +5 Life regen: +0.80 Healing mod.: +14% Size category: +1 A belt that goes around your waist. |
In main hand | kinetic pulsing mindstar (12-13.2 power, 62 apr, nature damage) kinetic pulsing mindstar (12-13.2 power, 62 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 86% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 physical When wielded/worn: Changes resistances: +6% acid / +12% physical Changes damage: +12% physical Mindpower: +8 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
In off hand | pulsing mindstar of balance (13.5-14.85 power, 62 apr, nature damage) pulsing mindstar of balance (13.5-14.85 power, 62 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 86% Wil, 48% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +62 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +4 Mental save: +6 Equilibrium when hit: +0.80 Mindpower: +8 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | regal cashmere cloak (2 def, 0 armour) regal cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Wil Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | savior's steel amulet of vision savior's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 Spell save: +16 Mental save: +14 Blindness immunity: +22% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Inventory
heroism infusion of the wizard (+7 for 12 turns, die at -569) heroism infusion of the wizard (+7 for 12 turns, die at -569)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -569 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (88 cold damage; 21 apply power) biting gale rune (88 cold damage; 21 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cleansing gold amulet of mastery (0.22 Wild-gift / Moss) cleansing gold amulet of mastery (0.22 Wild-gift / Moss)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% nature / +12% blight Talent mastery: +0.22 Wild-gift / Moss Poison immunity: +28% Disease immunity: +20% Amulets can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
quick voratun battleaxe of shearing (58-87 power, 4 apr) quick voratun battleaxe of shearing (58-87 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +13 Armour penetration: +17 Changes stats: +7 Dex Changes resistances penetration: +13% physical Changes damage: +21% physical Massive two-handed battleaxes. |
flaming voratun greatsword of rage (60.5-96.8 power, 4 apr) flaming voratun greatsword of rage (60.5-96.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +13 Changes stats: +7 Str Changes damage: +16% physical Stamina when hit: +4.00 Massive two-handed swords. |
elemental orichalcum trident of phasing (51-81.6 power, 35 apr) elemental orichalcum trident of phasing (51-81.6 power, 35 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +35 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +44% When wielded/worn: Changes resistances penetration: +19% acid / +20% fire / +21% lightning / +17% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of projection (36.5-58.4 power, 13 apr) elemental orite trident of projection (36.5-58.4 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +20 mind When wielded/worn: Changes resistances penetration: +19% acid / +17% fire / +21% lightning / +16% cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orite trident of massacre (56-89.6 power, 13 apr) glacial orite trident of massacre (56-89.6 power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 56.0 - 89.6 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +16 Changes resistances penetration: +13% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious orichalcum trident of massacre (73-116.8 power, 16 apr) insidious orichalcum trident of massacre (73-116.8 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 73.0 - 116.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +63 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orichalcum trident of shearing (53-84.8 power, 16 apr) plaguebringer's orichalcum trident of shearing (53-84.8 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +17 blight When wielded/worn: Armour penetration: +19 Changes resistances penetration: +14% physical Changes damage: +14% physical Disease immunity: +36% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of crippling (38-60.8 power, 13 apr) quick orite trident of crippling (38-60.8 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 Physical crit. chance: +13.0% Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of massacre (53-84.8 power, 13 apr) quick orite trident of massacre (53-84.8 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +12 Changes stats: +9 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
48 alchemist agate 48 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By Eeev the Cornac Oozemancer level 24
76th Pyre 122nd year of Ascendancy at 01:26 see stats
By Eeev the Cornac Oozemancer level 42
79th Pyre 122nd year of Ascendancy at 07:20 see stats
By Eeev the Cornac Oozemancer level 46
1st Mirth 122nd year of Ascendancy at 10:04 see stats
By Eeev the Cornac Oozemancer level 10
74th Pyre 122nd year of Ascendancy at 21:13 see stats
By Eeev the Cornac Oozemancer level 20
75th Pyre 122nd year of Ascendancy at 17:41 see stats
By Eeev the Cornac Oozemancer level 30
76th Pyre 122nd year of Ascendancy at 19:18 see stats
By Eeev the Cornac Oozemancer level 40
78th Pyre 122nd year of Ascendancy at 19:21 see stats
By Eeev the Cornac Oozemancer level 47
1st Mirth 122nd year of Ascendancy at 13:36 see stats
By Eeev the Cornac Oozemancer level 19
75th Pyre 122nd year of Ascendancy at 17:04 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Eeev deactivates Wild Growth.
Eeev activates Wild Growth.
Eeev deactivates Psiblades.
Eeev activates Psiblades.
Eeev deactivates Mitosis.
Eeev activates Mitosis.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Eeev stops regenerating health quickly.
Eeev uses Infusion: Regeneration.
Eeev starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Eeev stops regenerating health quickly.
Eeev uses Infusion: Regeneration.
Eeev starts regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Talent Sudden Growth is ready to use.
Eeev stops regenerating health quickly.
Eeev uses Infusion: Regeneration.
Eeev starts regenerating health quickly.
Rested for 23 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).