Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Moderately Generous Levels 1.5.10Is moderately generous with talents, types and stat points for each level gained. + 0.2% resist all per level upto level 50. +0.1% resist all per level at levels 51+ + 2 to all saves per level upto level 50. +1 to all saves per level at levels 51+ + 5 to MaxHP per level 4 stat points per level. Items Vault 1.5.0Donators/Buyers bonus! More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Zephyr 1.5.8 Inferno Race Pack 1.4.0Adds a collection of my races. Inferno Race Patch for ID and Arena 1.5.5 Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | MegaTurtle |
| Class | Hedgeknight |
| Level / Exp | 20 / 40% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Cyroda the magma troll at level 20 on the 14th Dusk 122nd year of Ascendancy at 16:36 / 1 |
Primary Stats
| Strength | 73 (base 39) |
| Dexterity | 20 (base 11) |
| Constitution | 95 (base 33) |
| Magic | 2 (base 10) |
| Willpower | 49 (base 45) |
| Cunning | 17 (base 10) |
Resources
| Life | -7/1371 |
| Equilibrium | 101 |
| Healing Factor | 1.4811320754717 |
| Regeneration | 53.948933902512 |
Speed
| Mental | 0% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +20% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 148 |
| Accuracy | 39 |
| Crit Chance | 5% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0.66666666666667 |
| Crit Chance | 4% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 9% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Lightning | +12% |
| Acid | +10% |
| Mind | +10% |
| Nature | +22% |
Offense: Damage Penetration
| Physical | +21% |
| Light | +26% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 124.12030305713 (75.804671387832%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 60 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 53%( 70%) |
| Temporal | + 55%( 70%) |
| Nature | + 68%( 70%) |
| Cold | + 53%( 70%) |
| All | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Petals | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Thorns | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Bush-guardian | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Tree | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Conditioning | 1.50 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Mega Spiked Shell |
| talent | Wild Growth |
| talent | Sap |
| talent | Thorn Body |
| beneficial effect | You heal for 619.0 health every turn. Mega Turtle Heart Regeneration |
| detrimental effect | The target has been tethered to the location and has a 45% chance of being teleported back, creating an explosion for 159.24 physical and 159.24 temporal warp damage at both ends of the teleport. Spatial Tether |
| beneficial effect | Great knowledge from The Petals, increasing Accuracy by 18 and Defense by 32. Petal Rain |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+18). Continuum Destabilization |
| detrimental effect | The target is taking 63% of all damage dealt to other braided targets. Braided |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
You failed to protect the worried loremaster from death by Eiliniratta the slumbering white wolf. Escort: worried loremaster (level 1 of Heart of the Gloom) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* Find out, what's going on here. | 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 | Haregen the Oozesquall (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage when hit (Melee): 8 nature Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +20% light Changes damage: +6% nature It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | piercing brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Changes resistances: +3% all Changes resistances penetration: +6% all Spell save: +6 (+1 eff.) Light radius: +4 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 | Dredramnir the Tempestslice (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +10 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Dex Changes resistances: +10% lightning / +11% temporal Changes resistances penetration: +15% physical Changes damage: +6% lightning Life regen: +2.00 Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
| Around waist | monstrous rough leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Str / +3 Dex / +3 Cun / +4 Con / +5 Lck Trap disarming bonus: +6 Stealth bonus: +5 Physical save: +6 (+1 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
| In main hand | slime-covered dwarven-steel greatmaul of massacre (58-87 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 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: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% Massive two-handed mauls. |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Layirawyn the Flashwar (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold / +3% temporal Changes damage: +6% lightning Silence immunity: +10% Confusion immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
Inventory
Mysterious SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
dragonbone vilestaff 'Dazzlepiety' (38-45.6 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes damage: +6% light / +38% lightning Talent granted: +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +21% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
linen robe of the mountain (+10%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arozor (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% blight / +9% fire / +3% darkness A pair of boots made of leather. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 2.4 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 after 40 turns, costing 202 power out of 226/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Bourbon the MegaTurtle Hedgeknight level 10
3rd Mirth 122nd year of Ascendancy at 00:24 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Bourbon the MegaTurtle Hedgeknight level 20
14th Dusk 122nd year of Ascendancy at 07:37 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Bourbon the MegaTurtle Hedgeknight level 17
10th Dusk 122nd year of Ascendancy at 09:48 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Bourbon the MegaTurtle Hedgeknight level 11
10th Mirth 122nd year of Ascendancy at 09:34 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bourbon the MegaTurtle Hedgeknight level 20
14th Dusk 122nd year of Ascendancy at 14:05 see stats
Log
Something damages Bee swarm through the Braid!
Something hits Bourbon for 30 braided , 12 braided (43 total damage).
Something hits Forest troll for 30 braided damage.
Something hits Bee swarm for 15 fire damage.
Something hits Forest troll for 12 braided damage.
Something hits Bee swarm for 14 braided damage.
Bee swarm hits Something for (14 dissipated), (11 shared), (11 shared), 11 physical (11 total damage).
Bee swarm hits Something for (11 to time) damage.
Forest troll stops being poisoned.
Bee swarm hits Forest troll for 79 physical damage.
Cyroda the magma troll damages Bourbon through the Braid!
Cyroda the magma troll hits Bourbon for 50 braided damage.
Cyroda the magma troll hits Forest troll for 50 braided damage.
Something hits Cyralrakira the rock troll for 53 physical damage.
Bourbon resists the teleport!
Cyroda the magma troll's spatial tether hits Bourbon for (28 resist armour), 42 temporal, (28 resist armour), 70 physical (114 total damage).
Cyroda the magma troll's spatial tether hits Bee swarm for 110 temporal, 132 physical (242 total damage).
Cyroda the magma troll's spatial tether hits Bee swarm for 109 temporal, 131 physical (241 total damage).
Cyroda the magma troll's spatial tether hits Bee swarm for 109 temporal, 131 physical (241 total damage).
Bee swarm hits Cyralrakira the rock troll for 49 physical damage.
Mega Spiked Shell hits Cyroda the magma troll for (2 dissipated), 4 temporal, (1 dissipated), 3 physical (8 total damage).
Cyroda the magma troll damages Forest troll through the Braid!
Something damages Bee swarm through the Braid!
Cyroda the magma troll hits Forest troll for 27 braided , 44 braided (72 total damage).
Cyroda the magma troll hits Forest troll for 27 braided , 44 braided (72 total damage).
Something hits Bee swarm for 60 braided , 72 braided (133 total damage).
Something hits Bee swarm for 60 braided , 72 braided (132 total damage).
Burning from Cyroda the magma troll hits Bee swarm for 26 fire damage.
Bee swarm hits Forest troll for 84 physical damage.
Saving game...















































