













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Interact with the Worm 1.7.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.0Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This 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 Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Prophecy Management 1.7.0Adds a new talent Prophecy Management, for easier management of the prophecies associated with Grand Oration, Twofold Curse and Revelation. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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 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 | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 17 / 31% |
| Size | big |
| Lifes / Deaths | Killed by multi-hued drake hatchling at level 6 on the 79th Pyre 122nd year of Ascendancy at 17:09 2 / 3Killed by Rantha the Worm at level 13 on the 1st Summertide 122nd year of Ascendancy at 10:47 Killed by Rat Lich at level 17 on the 7th Flare 122nd year of Ascendancy at 20:47 |
Primary Stats
| Strength | 41 (base 30) |
| Dexterity | 11 (base 10) |
| Constitution | 50 (base 38) |
| Magic | 9 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 36 (base 31) |
Resources
| Life | 570/570 |
| Steam | 100/100 |
| Healing Factor | 1.3291090429341 |
| Regeneration | 10.097873045391 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 37 |
| Crit Chance | 12% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 37 |
| Crit Chance | 10% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +15% |
| Light | +6% |
| Temporal | +4% |
| Darkness | +12% |
| Lightning | +10% |
| Mind | +36% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 40 (60%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 17 |
| Physical Save | 38 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Physical | + 12%( 70%) |
| Cold | + 35%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Confusion Resistance | 13% |
| Poison Resistance | 30% |
| Blind Resistance | 28% |
| Silence Resistance | 27% |
| Bleed Resistance | 30% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 42% |
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 100% efficiency and cooldown mod of 100%. |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Butchery | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Overheat Saws |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 11): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (134)Turns left: 46 You completed the challenge and received: Random Artifact: Shadezeal | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 161 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (161)Turns left: 55 You completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | pair of rough leather boots 'Besin' (0 def, 7 armour) 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Resists +1% physical +5% cold +6% fire Mind.save +9 (+5 eff.) HP.reg +2.00 Pinning- +10% Teleport- +20% ---------- misc Talents +1 Rocket Boots A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +28% Confus- +13% ---------- misc Light +7 See.Stealth +10 See.Invis +7 Track: Puts all charms on 40 cooldown Level 4.8 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
| On head | miner's rough leather hat of might (0 def, 3 armour) 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Acc +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +4 Infravis +1 A hat made of leather. Very stylish. |
| On hands | Unlightweeper (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 temporal Ranged+ 5 temporal Dmg.mod +4% temporal Res.pen +5% darkness Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +6% light +6% temporal Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 On Hit: * 5% 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. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Shadezeal0.1 T1 ring jewelry [Rare] Master/Psionic While equipped: dps ---------- Dmg.mod +12% darkness +11% mind +6% light Res.pen +5% darkness +5% light ----- def ----- Resists +3% light +11% mind +3% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
| On fingers | steel ring of arcana (+0.13/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +27% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
| Around neck | steel amulet of mastery (0.11 Steamtech / Furnace)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Steamtech/Furnace Amulets make your neck look great! |
| In main hand | arcing stralite steamsaw of vileness (30-45 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- 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! |
| Around waist | insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +7% fire +7% cold Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | balanced steel steamsaw of mind resistance (+11%) (16-23 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 15.5 - 23.2 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 While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +6% Resists +11% mind Disarm- +22% ---------- 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 | thick linen cloak (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +5% nature +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 80% / cooldown 83%)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 80% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
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: 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. |
Mirecrypt0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +21% darkness Res.pen +5% nature Melee Ret 4 lightning ----- def ----- Resists +10% blight +19% nature +6% lightning Poison- +23% Disease- +22% Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
hateful steel battleaxe of daylight (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Psionic Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 darkness +7 light Against +9% Living +14% Undead Massive two-handed battleaxes. |
steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Duskspawner (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% acid Acc +7 (+3 eff.) Melee Ret 2 darkness ----- def ----- Defense +6 (+3 eff.) Disarm- +20% ---------- misc Psi/ret +0.20 Max.hate +4.00 Sharp, long, and deadly. |
gifted vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Vorotha (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag +4 Cun +1 Con dps ---------- Spell.crit +4% Spell.pwr +12 (+11 eff.) Dmg.mod +31% temporal Res.pen +25% physical Acc +5 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of wizardry (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +9 (+9 eff.) Dmg.mod +15% lightning ---------- misc Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel steamgun of fire4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +5 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Erudas (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +4% physical Die.at -20.00 life A cap made of leather. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
quiver of ash arrows (20/20, 20-29 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (18/18, 22-30 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
2 hematite 2 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
nuummite nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
77 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 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. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
malachite malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+8 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+8 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amazing healing salve [power 289] amazing healing salve [power 289]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 289 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 181] powerful pain suppressor salve [power 181]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Let you fight up to -181 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. 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 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. |
pouch of steel shots (20/20, 20-23 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
iron saw projector0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
dragonbone wand of lightning storm [power 380] (15 cooldown)2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 83 lightning damage and will be dazed for 1 turn (418 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Rat Lich hits Gruzzterrio for (90 blocked), 58 darkness (58 total damage).
Gruzzterrio hits Rat Lich for 53 physical, 5 blight, 25 fire, 8 temporal, 15 physical, 25 fire, 8 temporal (140 total damage).
The eerie night around Rat Lich fades away.
Gruzzterrio is no longer pinned.
Burning from Gruzzterrio hits Rat Lich for 22 fire damage.
Melee retaliation hits Shadow for 4 nature, 23 nature (27 total damage).
Shadow hits Gruzzterrio for 18 physical damage.
Rat Lich's creeping dark hits Gruzzterrio for 18 darkness damage.
Rat Lich casts Manathrust.
Rat Lich strikes Gruzzterrio in the darkness (+30% damage).
Rat Lich hits Gruzzterrio for 162 arcane damage.
Gruzzterrio the level 17 orc sawbutcher was mana-torn to death by a Rat Lich on level 1 of Forsaken Crypt.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Rat Lich killed Gruzzterrio!
Saving game...
Saving done.
Resting starts...
Talent To The Arms is ready to use.
Talent Spinal Break is ready to use.
Talent Block is ready to use.
Talent Spring Grapple is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Implant: Steam Generator is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
Gruzzterrio activates Overheat Saws.





















































































