















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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 | 32 / 97% |
| Size | huge |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 32 on the 47th Pain 124th year of Ascendancy at 10:04 / 1 |
Primary Stats
| Strength | 101 (base 60) |
| Dexterity | 21 (base 13) |
| Constitution | 43 (base 29) |
| Magic | 27 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 44 (base 30) |
Resources
| Life | -337/1043 |
| Stamina | 263/283 |
| Steam | 51/100 |
| Healing Factor | 1.4397742564934 |
| Regeneration | 10.438363359577 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10.000000000001% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 12 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 39 |
| Crit Chance | 21% |
| APR | 30 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +7% |
| Physical | +23% |
| Nature | +8% |
| Arcane | +8% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 63 (30%) |
| Defense | 38 |
| Ranged Defense | 41 |
| Fatigue | 30 |
| Physical Save | 50 |
| Spell Save | 15 |
| Mental Save | 27 |
Defense: Resistances
| Fire | + 28%( 70%) |
| Lightning | + 34%( 70%) |
| Nature | + 28%( 70%) |
| Darkness | + 25%( 70%) |
| Cold | + 32%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 44%(100%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 24% |
| Poison Resistance | 100% |
| Disarm Resistance | 0% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Pinning Resistance | 50% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. |
| 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 112% efficiency and cooldown mod of 59%. Its effects scale with your Magic 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 138% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Battlefield management | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.80 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
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 ErĂșan 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 |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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'HaĂŻb 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 | Anti-Gravity Boots (8 def, 8 armour) 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +1 Rocket Boots These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (52 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (90 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | bright alchemist's lamp1.0 T3 lite [Ego] Master While equipped: ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Cage (0 def, 0 armour) 1.0 T3 head armor [Unique] Psionic While equipped: dps ---------- All.spd -25% Acc +9 (+3 eff.) ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind ---------- misc Light +5 You are immune to mental status effects. Nothing will ever reach you again. |
| On hands | Xathra the drakeskin leather gloves (0 def, 13 armour) 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Phys.crit +5.0% Dmg.mod +8% arcane +9% physical Res.pen +10% mind Apr +3 ----- def ----- Armour +13 ---------- misc Stam/turn +1.00 Max.stam +30.00 Talents +3 Spring Grapple Unarmed combat: Power 133% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +17 arcane On Crit.r2 +9 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd 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 | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Vorovea0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +6% darkness Mind.save +13 (+6 eff.) Confus- +24% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
| Around neck | wanderer's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 7 light 8 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 8% chance to reduce damage dealt by 15% * 6% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
| In main hand | Dethzaw (150% power, 27 apr) 3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 150% Range: 1.5x Uses 110% Str Dmg Fire Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Hit.r1 +60 20% chance of physical repulsion On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+4 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. This item has been sent to the Item's Vault. |
| Around waist | monstrous hardened leather belt1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +10 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Turbocutter (136% power, 23 apr) 3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +4.0% Atk.spd 100% Block +50 On Hit.r1 +60 20% chance of physical repulsion Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Sawmaiming +0.20 Steamtech/Battlefield management Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." This item has been sent to the Item's Vault. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +18% lightning +15% cold Phys.save +10 (+3 eff.) Stun/Frz- +30% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Behemoth Hide (4 def, 18 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +18 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +11% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Glaretrial the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- Res.pen +25% light +20% fire On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% light +9% fire ---------- misc Light +3 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (123). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
inquisitor's dwarven-steel dagger of massacre (127% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt/Master Power 127% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Deals 41 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
acidic stralite mace of shearing (142% power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Arcane/Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Res.pen +13% all Acc +13 (+5 eff.) Apr +10 Blunt and deadly. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Galeglean (65% power, 19 apr)3.0 T4 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +11 Defense +14 (+5 eff.) Rng.Def +6 (+2 eff.) Fatigue +10% Resists +17% mind +6% blight Mind.save +6 (+3 eff.) Confus- +30% ---------- 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! This item has been sent to the Item's Vault. |
Ramroller (150% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: ----- def ----- Armour +19 Defense +14 (+5 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" This item has been sent to the Item's Vault. |
The Lumberator (132% power, 19 apr)3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 132% Range: 1.5x Uses 100% Str Dmg Nature Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Dex 27 [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+5 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... This item has been sent to the Item's Vault. |
balanced dwarven-steel steamsaw of acid resistance (+20%) (125% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +4 Defense +14 (+5 eff.) Fatigue +8% Resists +20% acid Disarm- +23% ---------- 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! |
balanced steel steamsaw of purity (114% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 114% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +6% Resists +11% nature +11% blight Disarm- +20% ---------- 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! |
coruscating steel steamsaw of lightning resistance (+17%) (65% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +17% lightning +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! |
shocking dwarven-steel steamsaw of enduring (123% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Nature/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: Stats +7 Con +7 Wil dps ---------- Melee+ 11 lightning Melee Ret 8 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Max.HP +43.00 ---------- 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! |
hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
Malihad the Scumgasher (3 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +12% acid +8% physical +5% cold +3% temporal +11% lightning Res.pen +10% nature ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +18% acid +6% lightning +5% cold +6% nature +9% all Phys.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 34.44 to 43.05 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
verdant silk robe of fire (+24%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +18% nature +16% fire ----- def ----- Resists +13% all +24% fire Poison- +28% Disease- +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- 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. |
Blackdash the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: Stats +4 Dex +1 Con dps ---------- Phys.crit +6.0% Melee+ 14 temporal Ranged+ 17 temporal Dmg.mod +8% temporal Apr +2 ----- def ----- Armour +3 Resists +9% darkness +7% temporal ---------- misc Max.stam +10.00 Unarmed combat: Power 131% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +4 Str +2 Dex +3 Cun ----- def ----- Armour +2 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 117% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +7.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 temporal Ranged+ 7 temporal Dmg.mod +3% temporal ----- def ----- Armour +2 Resists +7% temporal Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-6 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Flashgore the dwarven-steel helm (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +4 Con dps ---------- Crit.mult +20.00% Melee Ret 4 physical ----- def ----- Armour +8 Fatigue +4% Resists +6% light Phys.save +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Squalormaster (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +18% cold Res.pen +25% blight +20% arcane Melee Ret 4 arcane ----- def ----- Defense +2 (+1 eff.) Resists +3% nature Spell.save +10 (+7 eff.) ---------- misc Mana/s.crit +2.00 A pointy cloth hat, very wizardly... |
bladed hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 494.6 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
hardened leather cap 'Floepeal' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% cold Res.pen +25% arcane +25% cold ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +15% lightning A cap made of leather. |
hardened leather hat 'Balyran' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Mag +5 Wil +5 Con ----- def ----- Armour +3 Fatigue +3% ---------- misc See.Invis +21 A hat made of leather. Very stylish. |
Hanuruisin the stralite mail armour (14 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +6 Mag +6 Con ----- def ----- Armour +8 Defense +14 (+5 eff.) Fatigue +12% Resists +19% acid Phys.save +12 (+4 eff.) ---------- misc Light +2 Infravis +2 A suit of armour made of mail. |
stralite mail armour 'Undeathvalor' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +20 (+10 eff.) Res.pen +10% acid +25% nature +10% arcane On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +9% physical Phys.save +18 (+6 eff.) A suit of armour made of mail. |
nimble reinforced leather armour of the void (18 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% Melee+ 7 darkness Ranged+ 6 darkness ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +10% darkness +10% temporal Def/telep +14 Res/telep +13% Dur/telep +14% Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
reinforced leather armour 'Emutha' (29 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% Dmg.mod +9% acid Res.pen +10% acid ----- def ----- Armour +7 Defense +29 (+10 eff.) Fatigue +8% Resists +12% light +12% temporal HP.reg +4.00 Knockbk- +20% Teleport- +10% A suit of armour made of leather. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +33.00 HP.reg +3.90 Heal.mod +11% A suit of armour made of leather. |
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. |
43 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
20 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. |
29 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
36 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con 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. |
Yeti's Muscle Tissue (Astral)1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
34 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. |
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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 59% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 151] simple healing salve [power 151]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 59% cooldown modifier. Heal 151 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
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. |
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. |
37 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. |
5 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zanigas the Whitehoof Sawbutcher level 12
30th Retaking 124th year of Ascendancy at 07:25 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zanigas the Whitehoof Sawbutcher level 26
15th Revenge 124th year of Ascendancy at 19:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zanigas the Whitehoof Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 02:01 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zanigas the Whitehoof Sawbutcher level 20
11st Revenge 124th year of Ascendancy at 19:30 see stats
Level 30 (Roguelike)
Got a character to level 30.By Zanigas the Whitehoof Sawbutcher level 30
38th Pain 124th year of Ascendancy at 11:44 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Zanigas the Whitehoof Sawbutcher level 28
27th Pain 124th year of Ascendancy at 11:38 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Zanigas the Whitehoof Sawbutcher level 24
14th Revenge 124th year of Ascendancy at 00:55 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Zanigas the Whitehoof Sawbutcher level 22
13rd Revenge 124th year of Ascendancy at 11:11 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zanigas the Whitehoof Sawbutcher level 16
43rd Retaking 124th year of Ascendancy at 17:45 see stats
Log
Bleeding from Zanigas hits High Sun Paladin Aeryn for 34 physical damage.
Burning from Zanigas hits High Sun Paladin Aeryn for 17 fire damage.
High Sun Paladin Aeryn hits Zanigas for 45 fire, 50 light, 40 physical (136 total damage).
Sunwall vindicator casts Suncloak.
Sunwall vindicator is energized and protected by the Sun!
Talent Punishment is ready to use.
Talent Bloodstream is ready to use.
Zanigas uses Bloodstream.
Tempest of Metal performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn resists the knockback!
Zanigas performs a melee critical strike against High Sun Paladin Aeryn!
Shield of Light hits High Sun Paladin Aeryn for 10 healing, 10 healing, 10 healing (0 total damage) [29 healing].
Zanigas hits High Sun Paladin Aeryn for 112 fire, 13 fire, 4 light, 3 darkness, 91 physical, 13 fire, 4 light, 3 darkness, 105 physical (347 total damage).
Zanigas hits Sunwall vindicator for 116 physical damage.
Tempest of Metal hits High Sun Paladin Aeryn for 35 fire, 13 fire, 4 light, 3 darkness, 20 physical, 13 fire, 4 light, 3 darkness, 40 physical (135 total damage).
Melee retaliation hits Zanigas for 8 acid, 8 light, 8 acid, 8 light, 8 acid, 8 light, 8 acid, 0 light (57 total damage).
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn's light area effect hits Zanigas for 0 light damage.
Bleeding from Zanigas hits High Sun Paladin Aeryn for (49 blocked), 0 physical (0 total damage).
Burning from Zanigas hits High Sun Paladin Aeryn for (29 blocked), 0 fire (0 total damage).
High Sun Paladin Aeryn hits Zanigas for 45 fire, 0 light, 40 physical (86 total damage).
Talent Spinal Break is ready to use.
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
High Sun Paladin Aeryn is weakened by the darkness!
High Sun Paladin Aeryn receives 10 healing from Shield of Light.
High Sun Paladin Aeryn hits Zanigas for (398 resilience), 706 physical, 8 acid, 27 light (742 total damage).
Melee retaliation hits High Sun Paladin Aeryn for 20 physical damage.
Zanigas the level 32 whitehoof sawbutcher was jerkied to death by High Sun Paladin Aeryn on level 5 of Gates of Morning.















































































































