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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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!) Ashes of Urh'Rok 1.6.7Official Expansion!Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official Expansion!Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.7Official 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 | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 23 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by saw horror at level 16 on the 50th Retaking 124th year of Ascendancy at 18:49 0 / 6Killed by saw horror at level 17 on the 50th Retaking 124th year of Ascendancy at 19:46 Killed by Adatira the ritch centipede at level 22 on the 2nd Revenge 124th year of Ascendancy at 11:45 Killed by Adatira the ritch centipede at level 22 on the 2nd Revenge 124th year of Ascendancy at 13:09 Killed by Islita the larvae bloated ritch mother at level 23 on the 2nd Revenge 124th year of Ascendancy at 18:57 Killed by McFlintlock at level 23 on the 2nd Revenge 124th year of Ascendancy at 19:01 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 63 (base 51) |
| Constitution | 19 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 54 (base 42) |
Resources
| Life | 564/564 |
| Steam | 100/100 |
| Healing Factor | 1.1714285714285 |
| Regeneration | 0.29285714285713 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -55% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 11 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 70 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 70 |
| Crit Chance | 25% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +6% |
| Light | +10% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 20 (70.376569037657%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 25 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 18%( 70%) |
| Mind | + 23%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Poison Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (4/5)
| 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 107% efficiency and cooldown mod of 59%. Its effects scale with your Willpower 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 108% efficiency and cooldown mod of 87%. |
| 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 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
| 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
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | 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 |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | Fulorandil (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -4% Resists +6% acid +12% darkness +12% lightning Max.HP +42.00 ---------- misc Stam/turn +0.40 Equi/ret +0.08 Hate/m.crit +3.00 A pair of boots made of leather. |
| Quiver | chilling pouch of dwarven-steel shots (14/18, 30.5-36.6 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +5 cold Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 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.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | miner's rough leather hat (0 def, 3 armour) 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +8 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
| On hands | hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +6% temporal +11% fire Melee Ret 4 temporal ----- def ----- Resists +5% blight +22% fire +7% nature +3% temporal Spell.save +11 (+5 eff.) Poison- +10% Disease- +10% ---------- misc Max.stam +11.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +9 Cun +8 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +7 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
| In off hand | mighty steel steamgun4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Balerain the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Dex +4 Con dps ---------- Acc +28 (+7 eff.) Melee Ret 4 physical ----- def ----- Defense +2 (+1 eff.) Fatigue -5% Die.at -40.00 life Max.HP +54.00 ---------- misc Max.stam +17.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe (0 def, 12 armour) 2.0 T1 cloth armor [Ego+] Psionic While equipped: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Resists +11% darkness +10% mind +7% all Phys.save +11 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +21 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion (die at -154; dur 6; cd 26)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -154 life. The duration and life will increase by 1% for every 1% life you have lost (currently 154 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 4; phase 14; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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: Armour Reinforcement0.1 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: Focus Lens0.1 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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Neralethra the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Con dps ---------- Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +6% nature Mind.save +8 (+4 eff.) Silence- +20% Confus- +28% Rings can have magical properties. |
short yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gluriabeth the steel greatmaul (26-39 power, 4 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Power 26.0 - 39.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Acc +10 (+3 eff.) Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Defense +13 (+4 eff.) Resists +12% acid Disarm- +45% ---------- misc Stam/turn +2.00 Massive two-handed mauls. |
Dazzledredge (48.5-77.6 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +4 Cun +4 Con dps ---------- Dmg.mod +18% light ---------- misc See.Invis +9 Massive two-handed swords. |
Malofast the Flashnigh (21.5-30.1 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +20 lightning +17 cold While equipped: dps ---------- Mov.spd +28% Res.pen +10% lightning +9% cold +15% light Melee Ret 2 light ----- def ----- Resists +15% mind +18% cold One-handed war axes. |
Searsin the dwarven-steel waraxe (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +12 physical While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% fire Res.pen +8% physical Acc +15 (+4 eff.) Apr +9 ----- def ----- Armour +6 ---------- misc Stam/turn +1.00 One-handed war axes. |
mighty ash longbow of cold4.0 T2 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+5 eff.) Dmg.mod +15% cold Longbows are used to shoot arrows at your foes. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +9% blight +9% all Max.HP +54.00 HP.reg +2.30 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +4.30 Heal.mod +11% A suit of armour made of leather. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 188 damage and damages attackers striking the wearer for 26 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
Tulasta the Arcgasher1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Res.pen +10% lightning +10% physical ----- def ----- Armour +10 Phys.save +15 (+8 eff.) Max.HP +45.00 A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Flashpride the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +9 (+3 eff.) Resists +6% lightning +9% fire Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorebeth the cashmere cloak (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +20% cold +3% fire +6% temporal Poison- +20% Stun/Frz- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Bregodir' (9 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +4 Con ----- def ----- Armour +4 Defense +9 (+3 eff.) Crit.dmg- 15.00% Phys.save +8 (+4 eff.) Die.at -80.00 life ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Muckrebel (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% darkness Melee Ret 8 nature On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +7 Resists +3% nature +3% physical ---------- misc Infravis +2 A pair of boots made of leather. |
Ulydar the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal +3% fire +18% nature +2% physical Spell.save +3 (+1 eff.) Die.at -40.00 life Stun/Frz- +20% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Dourtouch' (22 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +13% nature On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Defense +22 (+7 eff.) Resists +19% nature Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Adatta the Weepraven (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +2 Con dps ---------- Phys.crit +1.0% Crit.mult +20.00% Apr +10 On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +3 Fatigue +3% Resists +3% mind ---------- misc Max.stam +20.00 A hat made of leather. Very stylish. |
Beryyaran the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% Phys.save +13 (+7 eff.) ---------- misc Max.psi +50.00 A cap made of leather. |
dwarven-steel helm 'Turesabers' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +7% temporal ---------- misc Psi/ret +0.16 Hate/m.crit +5.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
22 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. |
24 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. |
18 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
23 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. |
42 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
34 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
43 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. |
61 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. |
38 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. |
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. |
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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 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. |
simple healing salve [power 129] simple healing salve [power 129]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 129 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By McFlintlock the Orc Gunslinger level 14
38th Retaking 124th year of Ascendancy at 06:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By McFlintlock the Orc Gunslinger level 10
22nd Retaking 124th year of Ascendancy at 01:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By McFlintlock the Orc Gunslinger level 20
1st Revenge 124th year of Ascendancy at 09:02 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By McFlintlock the Orc Gunslinger level 19
1st Revenge 124th year of Ascendancy at 02:01 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By McFlintlock the Orc Gunslinger level 23
2nd Revenge 124th year of Ascendancy at 19:01 see stats
Log
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McFlintlock strafes with his steamguns!
Quest 'A Ritch Party' status updated! (Press 'j' to see the quest log)
McFlintlock's Strafe hits Islita the larvae bloated ritch mother for 28 physical, 2 cold (30 total damage).
McFlintlock's Strafe hits Islita the larvae bloated ritch mother for 29 physical, 2 cold, 6 physical (37 total damage).
Islita the larvae bloated ritch mother shoves Ritch larva aside.
Larvae Infestation from Larvae bloated ritch mother hits McFlintlock for (15 flat reduction), 0 physical (0 total damage).
Deep Wound from Islita the larvae bloated ritch mother hits McFlintlock for (19 flat reduction), 16 physical (16 total damage).
McFlintlock the level 23 orc gunslinger was shattered to death by Islita the larvae bloated ritch mother on level 4 of Ritch Hive.
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You have no more lives left.
McFlintlock is not stunned anymore.
A developing ritch larva BURSTS OUT of McFlintlock!
A developing ritch larva BURSTS OUT of McFlintlock!
McFlintlock's armour is more intact.
McFlintlock deactivates Agile Gunner.
McFlintlock tessellates his cloak!
McFlintlock's deep wound closes.
McFlintlock reloads.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deep Wound from Islita the larvae bloated ritch mother killed McFlintlock!
Larvae Infestation from Larvae bloated ritch mother hits Developing ritch larva for 4 fire, 10 physical (14 total damage).
Saving game...
Saving done.
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McFlintlock roars triumphantly.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!
McFlintlock is no longer inspired.































































































