Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Everyone Options 1.4.5Starts characters off with category points instead of categories known. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 26 / 92% |
Size | medium |
Lifes / Deaths | Killed by ritch larva at level 26 on the 8th Revenge 124th year of Ascendancy at 15:59 / 1 |
Primary Stats
Strength | 81 (base 57) |
Dexterity | 17 (base 10) |
Constitution | 37 (base 30) |
Magic | 22 (base 10) |
Willpower | 11 (base 10) |
Cunning | 49 (base 30) |
Resources
Life | -8/845 |
Steam | 100/100 |
Healing Factor | 1.415652173913 |
Regeneration | 10.263478260869 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.000000000002% |
Spell | 0% |
Global | +83.333333333333% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 10 |
Offense: Mainhand
Damage | 95 |
Accuracy | 41 |
Crit Chance | 28% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 41 |
Crit Chance | 28% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Darkness | +6% |
Fire | +10% |
Light | +10% |
Offense: Damage Penetration
Fire | +10% |
Defense: Base
Armour (hardiness) | 35.926537677544 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 22 |
Physical Save | 34 |
Spell Save | 12 |
Mental Save | 21 |
Defense: Resistances
Acid | + 12%( 70%) |
Nature | + 16%( 70%) |
Fire | + 44%( 70%) |
Physical | + 19%( 70%) |
Cold | + 45%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 90% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 71%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Grinding Shield |
talent | Tempest of Metal |
talent | Overheat Saws |
detrimental effect | The target is on fire, taking 28.55 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 20%. Slow |
detrimental effect | Caught by a tentacle from Bursting entropic shard that deals 166% tentacle damage and pulls you 1 space towards them each turn. Tentacle Constriction |
beneficial effect | You have 1 charges. Death Momentum |
detrimental effect | The target has been splashed with acid, taking 2.13 acid damage per turn, reducing armour by 6 and attack by 5. Acid Splash |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 1.97 darkness and 1.97 temporal damage each turn. Entropic Gift |
detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 16.08 blight damage per turn. Rotting Disease |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Caught in a slimy tendril, reducing all damage by 41%. Slimy Tendril |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Getegasta the pair of hardened leather boots (0 def, 11 armour) Getegasta the pair of hardened leather boots (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +11 Fatigue +3% Heal.mod +10% ---------- misc Equi/ret +0.20 Hate/m.crit +4.00 Infravis +2 A pair of boots made of leather. |
Light source | Xoba the alchemist's lamp Xoba the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +12.00% Phys.pwr +2 (+0 eff.) Apr +1 Melee Ret 4 physical ----- def ----- Armour +4 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Gloribrebeth the Magmanoon (0 def, 3 armour) Gloribrebeth the Magmanoon (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Cun +5 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Fatigue +3% Resists +15% fire Crit.dmg- 15.00% ---------- misc Infravis +2 A cap made of leather. |
On hands | restful iron gauntlets of strength (+2) (0 def, 1 armour) restful iron gauntlets of strength (+2) (0 def, 1 armour) 1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 Talents +1 Sand Shredder Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 3.91 cold and 3.40 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | sneakthief's steel ring sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
Around neck | Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | coruscating steel steamsaw of crippling (113% power, 8 apr) coruscating steel steamsaw of crippling (113% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 113% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 On Crit: * cripple the target Uses 1.0 Steam While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Melee Ret 14 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +12% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | blurring hardened leather belt of burglary blurring hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +5 Cun +7 Lck ----- def ----- Defense +10 (+5 eff.) Stealth +19 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
In off hand | Dourwar (111% power, 8 apr) Dourwar (111% power, 8 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Melee+ +24 darkness Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 20 nature ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Max.HP +47.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | enveloping cashmere cloak of battle (9 def, 0 armour) enveloping cashmere cloak of battle (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +9 (+5 eff.) Fatigue -4% Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | volcanic hardened leather armour of the deep (3 def, 17 armour) volcanic hardened leather armour of the deep (3 def, 17 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 7 fire ----- def ----- Armour +17 Defense +3 (+2 eff.) Fatigue +8% Resists +5% acid +13% fire +13% physical +6% cold ---------- misc Breathe water A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 99% / cooldown 76%) medical injector implant (efficiency 99% / cooldown 76%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 76%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
cleansing copper amulet of cunning (+2) cleansing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +20% Amulets can have magical properties. |
wanderer's steel amulet of willpower (+4) wanderer's steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +2 Wil +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +0.50 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) HP.reg +0.90 Stun/Frz- +23% Rings can have magical properties. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+5 eff.) Fatigue -11% ---------- misc Max.enc +22 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring of frost (+24%) steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings can have magical properties. |
potent yew vilestaff of illumination (129% power, 4 apr, darkness element) potent yew vilestaff of illumination (129% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +25% darkness On Hit (Melee): * 9% chance to blind ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 19.19 light damage. Staves designed for wielders of magic, by the greats of the art. |
insidious steel greatsword of massacre (139% power, 2 apr) insidious steel greatsword of massacre (139% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 139% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +28 insidious poison Massive two-handed swords. |
stralite greatsword of projection (156% power, 3 apr) stralite greatsword of projection (156% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 157% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
Tarryrab (107% power, 3 apr) Tarryrab (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 acid +8 temporal +7 nature On Crit: * splashes the target with acid * cripple the target While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Armour +6 Heal/summ +30 ---------- misc Max.stam +5.00 Telepathy Demon/Minor Demon/Major One-handed war axes. |
coruscating iron steamsaw (98% power, 0 apr) coruscating iron steamsaw (98% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 99% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +9 Uses 1.0 Steam While equipped: Stats +2 Str dps ---------- Melee Ret 10 fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +10% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling steel steamsaw (104% power, 8 apr) crackling steel steamsaw (104% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 13% chance to daze at end of turn ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
icy steel steamsaw of dampening (104% power, 8 apr) icy steel steamsaw of dampening (104% power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Disrupt/Steamtech Power 105% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +8% acid +8% fire +7% cold +8% lightning Spell.save +5 (+5 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw (118% power, 14 apr) flaming dwarven-steel steamsaw (118% power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 On Hit.r1 +7 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Emayalaith (5 def, 12 armour) Emayalaith (5 def, 12 armour)14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% physical Apr +5 ----- def ----- Armour +12 Defense +5 (+3 eff.) Fatigue +16% Resists +6% blight +26% cold Max.HP +123.00 HP.reg +2.70 Heal.mod +22% A suit of armour made of mail. |
impenetrable iron plate armour (3 def, 14 armour) impenetrable iron plate armour (3 def, 14 armour)17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +20% A suit of armour made of metal plates. |
rejuvenating steel plate armour of resilience (4 def, 9 armour) rejuvenating steel plate armour of resilience (4 def, 9 armour)17.0 T2 massive armor [Ego] Nature While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Max.HP +22.00 HP.reg +2.10 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
cleansing rough leather belt of the giants cleansing rough leather belt of the giants1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% acid +5% blight Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+5 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour) grounding pair of dwarven-steel boots of uncanny dodging (3 def, 4 armour)3.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +3% Resists +7% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's rough leather hat (0 def, 2 armour) miner's rough leather hat (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
hardened leather hat 'Urthyldir' (0 def, 9 armour) hardened leather hat 'Urthyldir' (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +9 Fatigue +3% Resists +8% blight Phys.save +30 (+12 eff.) Spell.save +6 (+6 eff.) Mind.save +8 (+4 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A hat made of leather. Very stylish. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
27 aquamarine 27 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal 18 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
33 topaz 33 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 amethyst 18 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
36 onyx 36 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
34 lapis lazuli 34 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
39 emerald 39 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
39 garnet 39 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 quartz 29 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 15] simple frost salve [power 15]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 142% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 183] simple healing salve [power 183]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 142% efficiency and 62% cooldown modifier. Heal 183 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 22/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 72% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Whitehoof Sawbutcher the Whitehoof Sawbutcher level 2
10th Retaking 124th year of Ascendancy at 21:10 see stats
By Whitehoof Sawbutcher the Whitehoof Sawbutcher level 15
29th Retaking 124th year of Ascendancy at 04:20 see stats
By Whitehoof Sawbutcher the Whitehoof Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 02:03 see stats
By Whitehoof Sawbutcher the Whitehoof Sawbutcher level 20
52nd Retaking 124th year of Ascendancy at 10:12 see stats
By Whitehoof Sawbutcher the Whitehoof Sawbutcher level 21
1st Revenge 124th year of Ascendancy at 13:09 see stats
By Whitehoof Sawbutcher the Whitehoof Sawbutcher level 17
36th Retaking 124th year of Ascendancy at 13:40 see stats
Log
Devourer shrugs off the effect 'Blinded'!
Multi-hued drake hatchling resists the sandstorm!
Whitehoof Sawbutcher loses sight!
You collect a new ingredient: ritch stinger (1).
Something misses Whitehoof Sawbutcher.
Whitehoof Sawbutcher resists the cut!
Something hits Something for 4 temporal, 6 darkness (10 total damage).
Multi-hued drake hits Bursting entropic shard for 163 physical damage.
Multi-hued drake hits Devourer for 218 physical damage.
Multi-hued drake hits Ravaging entropic rip for 163 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 156 physical damage.
Multi-hued drake hits Whitehoof Sawbutcher for 176 physical damage.
Something hits Something for (87 to ice), 131 physical (131 total damage).
Multi-hued drake hits Ravaging entropic rip for 163 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 174 physical damage.
Tentacle Constriction from Bursting entropic shard misses Whitehoof Sawbutcher.
Rotting Disease from Ritch larva hits Whitehoof Sawbutcher for 11 blight damage.
Acid Splash from Gigantic corrosive tunneler hits Whitehoof Sawbutcher for 2 acid damage.
Entropic Gift from Ravaging entropic rip hits Whitehoof Sawbutcher for 1 temporal, 1 darkness (2 total damage).
Whitehoof Sawbutcher receives 199 healing.
Something hits Whitehoof Sawbutcher for 33 blight damage.
Something hits Something for 12 acid damage.
Something hits Whitehoof Sawbutcher for 11 temporal, 8 darkness, 8 darkness (28 total damage).
Whitehoof Sawbutcher hits Something for 1 fire, 9 nature, 1 physical (11 total damage).
Whitehoof Sawbutcher hits Something for 5 fire, 7 nature, 1 physical, 5 fire, 7 nature, 1 physical (26 total damage).
Something hits Something for 26 nature damage.
Whitehoof Sawbutcher is on fire!
Something hits Whitehoof Sawbutcher for 111 fire damage.
Saving game...