Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Glutton 1.0.4 Brawling Adventurer 1.0.4 Empyreal 1.0.3 Draconians 1.0.4 Infinite500: Revised high level play for ToME v1.10e 1.0.4 Doctornull's Class Pack 1.0.4 Turtle race 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | MegaTurtle |
Class | Glutton |
Level / Exp | 14 / 85% |
Size | huge |
Lifes / Deaths | Killed by ritch flamespitter at level 11 on the 29th Haze 122nd year of Ascendancy at 10:14 3 / 3Killed by Edvarf at level 14 on the 76th Haze 122nd year of Ascendancy at 15:52 Killed by Edvarf at level 14 on the 76th Haze 122nd year of Ascendancy at 16:25 |
Antimagic | Follower |
Primary Stats
Strength | 32 (base 20) |
Dexterity | 17 (base 10) |
Constitution | 71 (base 23) |
Magic | 3 (base 10) |
Willpower | 41 (base 34) |
Cunning | 17 (base 10) |
Resources
Mana | 333/333 |
Psi | 152/152 |
Vim | 152/152 |
Life | 785/785 |
Hate | 100/100 |
Stamina | 228/228 |
Equilibrium | 0 |
Healing Factor | 1.16 |
Regeneration | 17.0752 |
Speed
Mental | 0% |
Attack | -50% |
Movement | -66.666666666667% |
Spell | -50% |
Global | +20% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 39 |
Accuracy | 36 |
Crit Chance | 19% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 1 |
Crit Chance | 3% |
Speed | 2 |
Offense: Mind
Mindpower | 27.75 |
Crit Chance | 3% |
Speed | 2 |
Offense: Damage Bonus
Temporal | +9% |
Fire | +11% |
Physical | +16% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Nature | +12% |
Defense: Base
Armour (hardiness) | 58.3 (52.5%) |
Defense | 17.45 |
Ranged Defense | 17.45 |
Fatigue | 19 |
Physical Save | 39.525 |
Spell Save | 21.7 |
Mental Save | 25.65 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 27%( 70%) |
Physical | + 25%( 70%) |
Cold | + 40%( 70%) |
All | + 12%( 70%) |
Darkness | + 23%( 70%) |
Arcane | + 14%( 70%) |
Fire | + 31%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
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 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Constitution stat. |
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 207 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Digestion | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Pica | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Gluttony / Feast | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Famine | 1.50 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Megaturtle | 1.00 |
| 1/1 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Kinetic Aura |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 100% effectiveness. Kills: 8 / 73 kills, Damage: +6% / +15%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
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 | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% 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 filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 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
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 failed to protect the repented thief from death by slumbering giant white mouse. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You failed to protect the worried loremaster from death by rattlesnake. Escort: worried loremaster (level 3 of Norgos Lair) | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | stralite mace 'Borohor' (37-51.8 power, 5 apr) (Corpses) stralite mace 'Borohor' (37-51.8 power, 5 apr) (Corpses)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +11 mind Damage conversion: 37% nature When wielded/worn: Accuracy: +11 Defense: +9 Changes stats: +2 Str Damage when the wearer hits(melee): 2 temporal Changes resistances: +6% all Changes resistances penetration: +12% nature Changes damage: +9% temporal Curse of Corpses It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Blunt and deadly. |
On hands | heroic rough leather gloves of regeneration (0 def, 4 armour) heroic rough leather gloves of regeneration (0 def, 4 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +5 Life regen: +0.60 Stamina each turn: +0.40 Psi each turn: +0.10 Maximum life: +46.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | guard's brass lantern of revealing guard's brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Light radius: +2 See stealth: +7 See invisible: +5 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 | cleansing linen wizard hat of the mountain (+10%) (1 def, 0 armour) cleansing linen wizard hat of the mountain (+10%) (1 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% physical / +5% nature / +6% blight Changes damage: +10% physical A pointy cloth hat, very wizardly... |
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
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 51 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | savage's copper ring savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +6 Maximum stamina: +11.00 Rings can have magical properties. |
On fingers | titan's copper ring of fire (+22%) titan's copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 Rings can have magical properties. |
Around neck | restful copper amulet of strength (+3) restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +0.40 Amulets can have magical properties. |
Main armor | radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +1 Wil Damage when the wearer is hit: 6 light Changes resistances: +13% darkness / +10% blight Life regen: +0.80 Maximum life: +40.00 Light radius: +1 Healing mod.: +16% A suit of armour made of mail. |
Swallowed Gems | 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. |
Around waist | rough leather belt of recklessness rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 Critical mult.: +6.00% A belt that goes around your waist. |
Cloak | thick linen cloak of clarity (1 def, 6 armour) thick linen cloak of clarity (1 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +11% cold Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | manaburning iron battleaxe of crippling (11-16.5 power, 1 apr) (Shrouds) manaburning iron battleaxe of crippling (11-16.5 power, 1 apr) (Shrouds)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +15 manaburn When wielded/worn: Physical crit. chance: +6.0% Curse of Shrouds Massive two-handed battleaxes. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the titan (33 nature damage, 24% healing reduction)insidious poison infusion of the titan (33 nature damage, 24% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 38.44 nature damage per turns for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. copper amuletcopper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword of projection (21.5-34.4 power, 2 apr) (Madness)hateful steel greatsword of projection (21.5-34.4 power, 2 apr) (Madness) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +6 darkness / +9 mind Damage against: +6% Humanoid Curse of Madness 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 swords. |
This item will automatically be transmogrified when you leave the level. vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage) (Misfortune)vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage) (Misfortune) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 slime Changes damage: +2% nature Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune 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. |
This item will automatically be transmogrified when you leave the level. shimmering ash magestaff of projection (15-18 power, 3 apr, cold damage) (Madness)shimmering ash magestaff of projection (15-18 power, 3 apr, cold damage) (Madness) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +6 Spell crit. chance: +2% Curse of Madness It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thick linen cloak (1 def, 6 armour)thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
agate agate0.00 Encumbrance. Type: gem / black ; 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
garnet 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'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. |
2 amethyst 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% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Edvarf the MegaTurtle Glutton level 12
49th Haze 122nd year of Ascendancy at 09:23 see stats
By Edvarf the MegaTurtle Glutton level 10
44th Dusk 122nd year of Ascendancy at 16:40 see stats
By Edvarf the MegaTurtle Glutton level 10
44th Dusk 122nd year of Ascendancy at 16:32 see stats
By Edvarf the MegaTurtle Glutton level 12
32nd Haze 122nd year of Ascendancy at 05:22 see stats
By Edvarf the MegaTurtle Glutton level 11
6th Haze 122nd year of Ascendancy at 04:11 see stats
By Edvarf the MegaTurtle Glutton level 8
14th Dusk 122nd year of Ascendancy at 11:56 see stats
By Edvarf the MegaTurtle Glutton level 11
79th Dusk 122nd year of Ascendancy at 16:12 see stats
Log
Edvarf explodes! unknown is enveloped in searing light.
An elite foe has fallen to your hate! (+8 hate)
You have 3 life(s) left.
Edvarf deactivates Charged Shield.
A powerful charged shield forms around Edvarf.
Edvarf deactivates Kinetic Aura.
Edvarf deactivates Icy Skin.
Edvarf deactivates Mega Spiked Shell.
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...
Edvarf the level 14 megaturtle glutton was battered to death by himself out of supreme humility on level 2 of Old Forest.
Explode is still on cooldown for 1 turns.
Resting starts...
Talent Explode is ready to use.
The powerful charged shield around Edvarf crumbles.
Talent Mega Spiked Shell is ready to use.
Talent Icy Skin is ready to use.
Talent Charged Shield is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
Edvarf explodes! unknown is enveloped in searing light.
Edvarf explodes! unknown is enveloped in searing light.
An elite foe has fallen to your hate! (+8 hate)
Saving done.
Saving done.
Saving game...