Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Glutton 1.0.4 Runic Golem 1.0.4 Items Vault 1.0.3 Alchemist+ 1.0.0 Rare item Egos update 1.0.4 Draconians 1.0.4 Merchant Rerolls 1.0.4 Autosquelch 1.0.3 New Gem types 1.0.4 Doctornull's Class Pack 1.0.4 Turtle race 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Glutton |
Level / Exp | 17 / 99% |
Size | big |
Lifes / Deaths | Killed by Asre the halfling at level 12 on the 31st Dusk 122nd year of Ascendancy at 03:00 0 / 6Killed by naga psyren at level 12 on the 38th Dusk 122nd year of Ascendancy at 08:58 Killed by naga psyren at level 14 on the 5th Haze 122nd year of Ascendancy at 18:35 Killed by Shardskin at level 15 on the 7th Haze 122nd year of Ascendancy at 17:29 Killed by Amcon at level 17 on the 25th Haze 122nd year of Ascendancy at 08:27 Killed by cold drake hatchling at level 17 on the 40th Haze 122nd year of Ascendancy at 00:49 |
Primary Stats
Strength | 41 (base 30) |
Dexterity | 22 (base 15) |
Constitution | 64 (base 44) |
Magic | 17 (base 10) |
Willpower | 17 (base 10) |
Cunning | 12 (base 10) |
Resources
Hate | 74/100 |
Mana | 201/201 |
Psi | 287/287 |
Vim | 164/164 |
Life | -19/513 |
Positive | 10/98 |
Stamina | 60/166 |
Equilibrium | 30 |
Healing Factor | 0.66 |
Regeneration | 44.52565425 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 8 |
Offense: Mainhand
Damage | 82 |
Accuracy | 34 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37.667250000001 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 30.01725 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Defense: Base
Armour (hardiness) | 26.2874350419 (50%) |
Defense | 20.8 |
Ranged Defense | 22.3 |
Fatigue | 9 |
Physical Save | 34.4625 |
Spell Save | 13.075 |
Mental Save | 15.325 |
Defense: Resistances
Physical | + 27%( 73%) |
Cold | + 38%( 70%) |
All | + 25%( 70%) |
Darkness | + 34%( 82%) |
Light | + 57%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 20%( 70%) |
Arcane | + 26%( 70%) |
Lightning | + 30%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Confusion Resistance | 0% |
Disarm Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (5/5)
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 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 170 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 294 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 217 life. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 360 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Gluttony / Digestion | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Predator | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Feast | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Pica | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Gluttony / Famine | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Icy Skin |
talent | Stone Skin |
beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target is able to eat through walls. Eat Walls |
beneficial effect | A flow of life spins around the target, regenerating 58.72 life per turn. Regeneration |
beneficial effect | Horrible visions fill your mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Level 1: Removed from Reality: +3 Physical Resistance, +3 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Level 3, Cursed Aura Curse of Shrouds 3Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Level 1: Nightwalker: +12 Darkness Resistance, +12% Max Darkness Resistance, +8 See Invisible Level 2: -1 Luck, +5 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
Escort the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara) | active |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by red crystal. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 within1 lumberjacks have died. | done |
Equipment
On feet | grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Shrouds) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal Curse of Shrouds A pair of boots made of leather. |
Light source | 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. |
On head | stabilizing iron helm of constitution (+3) (0 def, 3 armour) (Corpses) stabilizing iron helm of constitution (+3) (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +6 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gichik the iron gauntlets (0 def, 1 armour) (Nightmares) Gichik the iron gauntlets (0 def, 1 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Physical crit. chance: +1.0% Armour: +1 Fatigue: -6% Changes stats: +3 Dex Life regen: +0.60 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
On fingers | mule's copper ring of physical power mule's copper ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
On fingers | conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +5 Mag Spellpower: +6 Rings can have magical properties. |
Around neck | shielding steel amulet of willpower (+2) shielding steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +13% light Blindness immunity: +22% Amulets can have magical properties. |
In main hand | warbringer's dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr) (Madness) warbringer's dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr) (Madness)Requires: - Strength 24 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: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +9 Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +17% Curse of Madness Massive two-handed maul. |
Swallowed Gems | small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +2.00 Stamina each turn: +2.00 Mana each turn: +2.00 Psi each turn: +2.00 Healing mod.: +2% When used to imbue an object: Life regen: +2.00 Stamina each turn: +2.00 Mana each turn: +2.00 Psi each turn: +2.00 Healing mod.: +2% Gems can be sold for money or used in arcane rituals. |
Swallowed Gems | small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +2.00 Stamina each turn: +2.00 Mana each turn: +2.00 Psi each turn: +2.00 Healing mod.: +2% When used to imbue an object: Life regen: +2.00 Stamina each turn: +2.00 Mana each turn: +2.00 Psi each turn: +2.00 Healing mod.: +2% Gems can be sold for money or used in arcane rituals. |
Around waist | monstrous rough leather belt of recklessness (Madness) monstrous rough leather belt of recklessness (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 Changes stats: +4 Str / +4 Con Critical mult.: +5.00% Physical save: +6 Size category: +1 Curse of Madness A belt that goes around your waist. |
Cloak | enveloping linen cloak of clarity (7 def, 0 armour) (Corpses) enveloping linen cloak of clarity (7 def, 0 armour) (Corpses)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Mental save: +5 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | fortifying steel mail armour of cold resistance (2 def, 6 armour) (Nightmares) fortifying steel mail armour of cold resistance (2 def, 6 armour) (Nightmares)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: +3 Str / +4 Con Changes resistances: +16% cold Maximum life: +43.00 Curse of Nightmares A suit of armour made of mail. |
Inventory
Xybeth XybethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Damage when the wearer hits(melee): 6 acid Damage when the wearer is hit: 4 acid Changes resistances: +3% mind / +3% acid Rings can have magical properties. |
Sunquarry (46-73.6 power, 3 apr) (Corpses) Sunquarry (46-73.6 power, 3 apr) (Corpses)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +12 mind Burst (radius 2) on crit: +4 fire Damage conversion: 36% mind When wielded/worn: Changes stats: +8 Cun / +12 Wil Damage when the wearer is hit: 4 arcane Changes resistances penetration: +5% arcane / +10% fire Mindpower: +18 Curse of Corpses Massive two-handed swords. |
alchemist's rough leather gloves (0 def, 1 armour) (Misfortune) alchemist's rough leather gloves (0 def, 1 armour) (Misfortune)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil / +2 Mag Damage when the wearer hits(melee): 3 fire / 4 cold / 3 lightning / 4 acid Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steel mail armour 'Stormparry' (2 def, 6 armour) (Corpses) steel mail armour 'Stormparry' (2 def, 6 armour) (Corpses)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% Damage when the wearer is hit: 10 physical Changes resistances: +6% lightning Changes damage: +3% lightning Curse of Corpses A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour) (Nightmares) steel mail armour of Eyal (2 def, 6 armour) (Nightmares)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Life regen: +0.90 Maximum life: +48.00 Healing mod.: +10% Curse of Nightmares A suit of armour made of mail. |
Stormnaught (9/9, 16.5-23.1 power, 7 apr) Stormnaught (9/9, 16.5-23.1 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 9 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +6 physical Burst (radius 1) on hit: +8 lightning Damage conversion: 10% lightning Arrows are used with bows to pierce your foes to death. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 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. |
iron pickaxe of the badger (dig speed 19 turns) iron pickaxe of the badger (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 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. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Lowers spell cool-downs by: 2% Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Lowers spell cool-downs by: 2% Combat speed: +2% Casting speed: +2% Mental speed: +2% 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'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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +2.00 Stamina each turn: +2.00 Mana each turn: +2.00 Psi each turn: +2.00 Healing mod.: +2% When used to imbue an object: Life regen: +2.00 Stamina each turn: +2.00 Mana each turn: +2.00 Psi each turn: +2.00 Healing mod.: +2% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Amcon the Cornac Glutton level 12
27th Dusk 122nd year of Ascendancy at 01:27 see stats
By Amcon the Cornac Glutton level 12
29th Dusk 122nd year of Ascendancy at 09:06 see stats
By Amcon the Cornac Glutton level 16
18th Haze 122nd year of Ascendancy at 06:32 see stats
By Amcon the Cornac Glutton level 10
4th Dusk 122nd year of Ascendancy at 04:56 see stats
By Amcon the Cornac Glutton level 9
6th Flare 122nd year of Ascendancy at 05:52 see stats
Log
Snow giant hits Amcon for 16 physical, 5 cold damage (total 20.60).
Cold drake hatchling hits Amcon for 24 physical damage.
Cold drake hatchling hits Amcon for 25 physical damage.
Amcon uses Infusion: Regeneration.
Amcon starts regenerating health quickly.
Snow giant thunderer misses Amcon.
Amcon hits cold drake hatchling for 0 cold damage.
Amcon hits snow giant for 3 cold damage.
Amcon hits cold drake hatchling for 0 cold damage.
Amcon hits cold drake hatchling for 0 cold damage.
Cold drake hatchling hits Amcon for 0 physical damage.
Snow giant hits Amcon for 0 physical, 0 cold damage (total 0.00).
Cold drake hatchling hits Amcon for 0 physical damage.
Cold drake hatchling hits Amcon for 0 physical damage.
Amcon uses Eat Walls.
Cold drake hatchling misses Amcon.
Snow giant casts Mind Disruption.
Amcon shrugs off the effect 'Confused'!
Cold drake hatchling hits Amcon for 0 physical damage.
Amcon hits cold drake hatchling for 0 cold damage.
Amcon hits snow giant thunderer for 3 cold damage.
Amcon hits cold drake hatchling for 0 cold damage.
Cold drake hatchling hits Amcon for 0 physical damage.
Snow giant thunderer hits Amcon for 0 physical, 0 cold damage (total 0.00).
Saving done.
Saving done.
Saving game...