Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. 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 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Sawbutcher |
Level / Exp | 16 / 68% |
Size | medium |
Lifes / Deaths | Killed by corrupted forest wight at level 16 on the 25th Dusk 122nd year of Ascendancy at 03:52 / 1 |
Primary Stats
Strength | 48 (base 31) |
Dexterity | 30 (base 18) |
Constitution | 36 (base 27) |
Magic | 11 (base 10) |
Willpower | 16 (base 10) |
Cunning | 26 (base 21) |
Resources
Life | -126/527 |
Positive | 75/95 |
Steam | 89/100 |
Soul | 10/10 |
Healing Factor | 1.3983444912332 |
Regeneration | 7.8271986671301 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 6 |
See Stealth | 29 |
See Invisible | 28 |
Offense: Mainhand
Damage | 68 |
Accuracy | 48 |
Crit Chance | 12% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | 36 |
Accuracy | 48 |
Crit Chance | 12% |
APR | 4 |
Speed | 0.91 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +3% |
Physical | +3% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 41.08934837382 (100%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 26 |
Physical Save | 28 |
Spell Save | 10 |
Mental Save | 20 |
Defense: Resistances
Blight | + 13%( 70%) |
Physical | + 10%( 70%) |
Cold | + 13%( 70%) |
All | + 7%( 70%) |
Darkness | + 20%( 70%) |
Light | + 19%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 10%( 70%) |
Fire | + 22%( 70%) |
Lightning | + 20%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 24% |
Bleed Resistance | 20% |
Knockback Resistance | 23% |
Stun Resistance | 20% |
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 37% |
Inscriptions (3/3)
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 5.0 steam per turn. Can be activated for an instant burst of 25 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 117% efficiency and cooldown mod of 89%. Its effects scale with your Strength 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 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Hypervision Goggles (+2 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant Acolyte (+2 level(s)). | done |
You successfully escorted the lost wyrmic to the recall portal on level 2 of Trollmire. Escort: lost wyrmic (level 2 of Trollmire)As a reward you improved talent Raze (+2 level(s)). | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | pair of rough leather boots 'Rhyhell' (0 def, 1 armour) pair of rough leather boots 'Rhyhell' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +4 ----- def ----- Armour +1 Resists +3% mind Crit.chn- 5.00% Die.at -60.00 life Cut- +20% Silence- +10% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | survivor's brass lantern of clarity survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +7 See.Invis +6 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 | rough leather cap 'Galramina' (0 def, 3 armour) rough leather cap 'Galramina' (0 def, 3 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +1% Resists +3% lightning +3% physical Heal.mod +5% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A cap made of leather. |
On hands | polar hardened leather gloves of strength (+3) (0 def, 2 armour) polar hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 cold Dmg.mod +3% cold ----- def ----- Armour +2 Resists +6% cold ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 19.5 - 21.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Yarayadir the copper ring Yarayadir the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Crit.mult +5.00% ----- def ----- Resists +3% darkness Max.HP +23.00 Disarm- +24% Pinning- +22% Knockbk- +23% ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
On fingers | marksman's copper ring of perseverance marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | starlit copper amulet starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +22% Amulets make your neck look great! |
In main hand | Arima the Nimbussin (14-21 power, 0 apr) Arima the Nimbussin (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Melee+ +12 temporal +7 light +8 mind Against +13% Undead On Hit: * 12% chance to reduce all saves and defense by 14 Uses 1.0 Steam While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Phys.spd +10% Dmg.mod +3% temporal Acc +7 (+3 eff.) Melee Ret 4 lightning 2 temporal ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +3% temporal ---------- 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 | Nyhek Nyhek 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% physical ----- def ----- Fatigue -13% Die.at -60.00 life ---------- misc Max.enc +43 A belt that goes around your waist. |
In off hand | crackling steel steamsaw (17-26 power, 0 apr) crackling steel steamsaw (17-26 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str 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 Dex dps ---------- Melee Ret 7 lightning ----- 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! |
Cloak | linen cloak 'Ivyramina' (1 def, 0 armour) linen cloak 'Ivyramina' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +3% temporal +3% light Max.HP +32.00 ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable steel plate armour of fire resistance (0 def, 18 armour) impenetrable steel plate armour of fire resistance (0 def, 18 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Fatigue +26% Resists +16% fire A suit of armour made of metal plates. |
Inventory
steam generator implant of the duelist (steam 6) steam generator implant of the duelist (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd 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. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 157; dur 4; cd 15) shielding rune of the psychic (absorb 157; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 157 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Corrosive Shell 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: Iron Grip 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. |
steel dagger (12-15 power, 6 apr) steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
ash longbow ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
thought-forged steel longsword of massacre (23-32 power, 3 apr) thought-forged steel longsword of massacre (23-32 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 mind On Hit: * 13% chance to reduce all saves and defense by 14 While equipped: Stats +2 Cun +1 Wil Sharp, long, and deadly. |
steel steamsaw of massacre (22-32 power, 0 apr) steel steamsaw of massacre (22-32 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
blurring rough leather belt of carrying blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Fatigue -5% Stealth +7 ---------- misc Max.enc +21 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Olozilaldir (0 def, 1 armour) Olozilaldir (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind Melee Ret 2 arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
cleansing rough leather hat of dexterity (+3) (0 def, 1 armour) cleansing rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A hat made of leather. Very stylish. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel mail armour (2 def, 6 armour) radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
7 agate 7 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. |
89 alchemist agate 89 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
potent healing salve [power 155] potent healing salve [power 155]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 155 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst 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. |
7 ametrine 7 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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
By Scrhe the Higher Sawbutcher level 10
5th Mirth 122nd year of Ascendancy at 01:24 see stats
By Scrhe the Higher Sawbutcher level 7
78th Pyre 122nd year of Ascendancy at 06:58 see stats
By Scrhe the Higher Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 00:53 see stats
Log
Worm Rot from Corrupted forest wight hits Scrhe for 18 blight, 19 acid (37 total damage).
Corrupted forest wight is less vulnerable.
Raze hits Corrupted forest wight for 1 darkness damage.
Burning from Scrhe hits Corrupted forest wight for 8 fire damage.
Scrhe uses Block.
Corrupted forest wight uses Death Dance.
Corrupted forest wight casts Flame.
Scrhe is disarmed!
Raze hits Corrupted forest wight for 1 darkness, 1 darkness, 1 darkness, 1 darkness (6 total damage).
Melee retaliation hits Corrupted forest wight for 3 lightning, 1 temporal, 3 lightning, 1 temporal (7 total damage).
Corrupted forest wight hits Scrhe for (50 blocked), 37 physical, (50 blocked), 46 fire, (50 blocked), 3 blight (86 total damage).
Rotting Disease from Giant digestive sack (opened) hits Scrhe for 18 blight damage.
Burning from Corrupted forest wight hits Scrhe for (50 blocked), 14 fire (14 total damage).
Worm Rot from Corrupted forest wight hits Scrhe for (18 blocked), 0 blight, (19 blocked), 0 acid (0 total damage).
Corrupted forest wight stops burning.
Scrhe is free from the worm rot.
A carrion worm mass bursts out of Scrhe!
Scrhe is no longer pinned.
Rotting Disease from Giant digestive sack (opened) hits Scrhe for 18 blight damage.
Burning from Corrupted forest wight hits Scrhe for 65 fire damage.
Corrupted forest wight hits Scrhe for 52 blight damage.
Scrhe uses Implant: Steam Generator.
Corrupted forest wight uses Execution.
Corrupted forest wight performs a melee critical strike against Scrhe!
Raze hits Corrupted forest wight for 2 darkness, 2 darkness (3 total damage).
Melee retaliation hits Corrupted forest wight for 3 lightning, 1 temporal (4 total damage).
Corrupted forest wight hits Scrhe for 177 physical damage.
Scrhe the level 16 higher sawbutcher was sliced to death by corrupted forest wight on level 3 of The Maze.