
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 | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 17 / 61% |
| Size | big |
| Lifes / Deaths | Killed by Horned Horror at level 17 on the 37th Haze 122nd year of Ascendancy at 08:45 / 2Killed by Horned Horror at level 17 on the 37th Haze 122nd year of Ascendancy at 08:57 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 18) |
| Dexterity | 13 (base 10) |
| Constitution | 53 (base 28) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 54 (base 44) |
Resources
| Life | -186/587 |
| Steam | 100/100 |
| Healing Factor | 1.6450026764999 |
| Regeneration | 5.9178563989856 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 32 |
| Crit Chance | 29% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 32 |
| Crit Chance | 29% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Lightning | +6% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +5% |
| Light | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 31.522593642275 (82.32946707186%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 32 |
| Physical Save | 35 |
| Spell Save | 20 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 27%( 70%) |
| Light | + 47%( 70%) |
| Cold | + 37%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 21%( 70%) |
| Fire | + 22%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Poison Resistance | 12% |
| Disarm Resistance | 26% |
Inscriptions (4/4)
| 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 122% efficiency and cooldown mod of 83%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 |
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 have explored the Old Forest and vanquished Shardskin. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Emelotta the Sleetwrither (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% blight ----- def ----- Armour +4 Fatigue +2% Resists +6% blight +3% cold ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather hat 'Festercutter' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +3 Fatigue +1% Resists +6% fire +5% arcane +7% cold Heal.mod +10% A hat made of leather. Very stylish. |
| On hands | iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 95% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tytotar (dig speed 28 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.crit +4% ----- def ----- Resists +5% arcane Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +48.00 ---------- misc Equi/ret +0.24 Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+4 eff.) Resists +6% nature +6% blight Poison- +12% Disease- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 200 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | balanced steel steamsaw of massacre (118% power, 8 apr) 3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +10.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +3 Defense +11 (+6 eff.) Fatigue +6% Disarm- +26% ---------- 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 | insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% fire +5% cold Phys.save +5 (+3 eff.) A belt that goes around your waist. |
| In off hand | truestriking steel steamsaw of evisceration (109% power, 8 apr) 3.0 T2 steamsaw 1H weapon [Ego++] Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +10.0% Atk.spd 100% Block +21 On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Res.pen +5% physical Acc +6 (+3 eff.) Apr +6 ----- 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! |
| Cloak | linen cloak 'Lightwaker' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Dmg.mod +6% lightning Res.pen +10% light ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% light +13% cold ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing iron mail armour (2 def, 6 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Hardiness +20% Defense +2 (+1 eff.) Fatigue +16% Resists +10% nature +10% blight A suit of armour made of mail. |
Inventory
schematic: Saw 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. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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)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 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 159] simple healing salve [power 159]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 117% efficiency and 54% cooldown modifier. Heal 159 Puts Talent Medical Injector on 15 cooldown 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. |
2 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. |
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. |
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. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Smör the Cornac Sawbutcher level 16
30th Haze 122nd year of Ascendancy at 17:53 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Smör the Cornac Sawbutcher level 16
21st Haze 122nd year of Ascendancy at 11:38 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Smör the Cornac Sawbutcher level 13
13rd Haze 122nd year of Ascendancy at 19:03 see stats
Level 10 (Roguelike)
Got a character to level 10.By Smör the Cornac Sawbutcher level 10
29th Dusk 122nd year of Ascendancy at 13:48 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Smör the Cornac Sawbutcher level 9
79th Pyre 122nd year of Ascendancy at 06:30 see stats
Unstoppable (Roguelike)
Returned from the dead.By Smör the Cornac Sawbutcher level 17
37th Haze 122nd year of Ascendancy at 08:46 see stats
Log
Smör hits Horned Horror for (22 flat reduction), 49 physical, (20 flat reduction), 0 fire, (15 flat reduction), 0 light, (22 flat reduction), 39 physical, (20 flat reduction), 0 fire, (15 flat reduction), 0 light (87 total damage).
Smör misses Horned Horror.
Horned Horror hits Smör for 66 physical, 17 lightning (83 total damage).
Burning from Smör hits Horned Horror for (22 flat reduction), 2 fire (2 total damage).
Bleeding from Smör hits Horned Horror for (22 flat reduction), 14 physical (14 total damage).
Smör hits Horned Horror for (22 flat reduction), 66 physical, (20 flat reduction), 0 fire, (15 flat reduction), 0 light (66 total damage).
Talent Grinding Shield is ready to use.
Smör activates Grinding Shield.
Horned Horror throws two quick punches.
Horned Horror casts Chain Lightning.
Horned Horror hits Smör for 61 physical, 13 lightning, 64 lightning, 61 physical, 13 lightning (212 total damage).
Burning from Smör hits Horned Horror for (22 flat reduction), 2 fire (2 total damage).
Bleeding from Smör hits Horned Horror for (22 flat reduction), 14 physical (14 total damage).
Horned Horror uses Tentacle Grab.
Smör is being strangled.
Burning from Smör hits Horned Horror for (21 flat reduction), 0 fire (0 total damage).
Bleeding from Smör hits Horned Horror for (22 flat reduction), 12 physical (12 total damage).
Smör hits Horned Horror for (22 flat reduction), 65 physical, (20 flat reduction), 0 fire, (15 flat reduction), 0 light, (22 flat reduction), 19 physical, (20 flat reduction), 0 fire, (15 flat reduction), 0 light (84 total damage).
Smör slows down.
Talent Implant: Medical Injector is ready to use.
Talent Saw Wheels is ready to use.
Talent Block is ready to use.
Talent To The Arms is ready to use.
Strangle Hold from Horned Horror hits Smör for 11 nature damage.
Horned Horror hits Smör for 51 physical damage.
Burning from Smör hits Horned Horror for (21 flat reduction), 0 fire (0 total damage).
Bleeding from Smör hits Horned Horror for (22 flat reduction), 12 physical (12 total damage).
Smör the level 17 cornac sawbutcher was sliced to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.






































































