















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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:
Better Item Description 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 42 / 27% |
Size | medium |
Lifes / Deaths | Killed by sun-mage at level 13 on the 37th Retaking 124th year of Ascendancy at 16:50 0 / 8Killed by Gloryba the giant alligator at level 16 on the 9th Revenge 124th year of Ascendancy at 04:08 Killed by Elron the shalore at level 28 on the 13rd Pain 124th year of Ascendancy at 18:53 Killed by Erri the shalore at level 29 on the 32nd Pain 124th year of Ascendancy at 06:42 Killed by Velora the forest troll at level 33 on the 12nd Dearth 124th year of Ascendancy at 13:02 Killed by ultimate gwelgoroth at level 33 on the 12nd Dearth 124th year of Ascendancy at 20:52 Killed by Rannnoco the human at level 35 on the 1st Loss 124th year of Ascendancy at 02:59 Killed by thought-forged bowman at level 42 on the 40th Loss 124th year of Ascendancy at 16:11 |
Primary Stats
Strength | 35 (base 15) |
Dexterity | 95 (base 60) |
Constitution | 31 (base 14) |
Magic | 55 (base 36) |
Willpower | 38 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | -13/957 |
Steam | 96/100 |
Healing Factor | 1.2958714593978 |
Regeneration | 8.0991966212363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +51% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 7 |
Infravision | 11 |
See Stealth | 15 |
See Invisible | 33 |
Offense: Mainhand
Damage | 75 |
Accuracy | 64 |
Crit Chance | 39% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 75 |
Accuracy | 64 |
Crit Chance | 39% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18.5 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Fire | +16% |
Mind | +3% |
Arcane | +9% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +30% |
Lightning | +52% |
Fire | +27% |
All | +12% |
Defense: Base
Armour (hardiness) | 30 (86.907551546746%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 33 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 25%( 70%) |
Cold | + 36%( 70%) |
Nature | + 23%( 70%) |
Blight | + 22%( 70%) |
Physical | + 16%( 70%) |
Mind | + 27%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 13% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 149% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 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 140% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 417% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: 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 7 turns. While Heroism is active, you will only die when reaching -596 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1200 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | 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'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 ---------- misc Infravis +1 A pair of boots made of leather. This object's appearance was changed to Boots of the Hunter (Shrouds). |
Quiver | ![]() 3.0 T4 shot ammo [Ego++] Psionic Power 43.0 - 51.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +10 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 174 physical damage While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +4 Mag +3 Wil +9 Cun dps ---------- Melee+ 7 acid 8 fire 6 cold 7 lightning Acc +9 (+3 eff.) Apr +10 ----- def ----- Armour +3 ---------- misc Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Str +6 Dex +4 Mag dps ---------- Res.pen +20% lightning ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +12 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.94 cold and 12.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind Res.pen +5% fire Melee Ret 8 mind ----- def ----- Armour +8 Fatigue -5% Resists +2% physical ---------- misc Max.enc +26 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 Blind- +13% ---------- misc Stam/turn +0.30 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 4.0 T4 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +10 fire On Hit: * splashes acid on your target dealing 77 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +11 Str +10 Dex +7 Mag +10 Wil +6 Cun +7 Con dps ---------- Dmg.mod +16% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Wil +4 Cun dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +7% A belt that goes around your waist. |
In off hand | ![]() 4.0 T4 steamgun 1H weapon [Rare] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +12 blight +16 arcane On Hit.r1 +12 arcane On Crit.r2 +35 lightning +24 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 11 * splashes acid on your target dealing 70 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Mov.spd +41% Dmg.mod +9% arcane Res.pen +20% lightning +18% cold +10% fire ----- def ----- Resists +9% blight Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% mind +12% lightning Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Stun/Frz- +20% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 5.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 56 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Hardiness +20% Defense +9 (+2 eff.) Fatigue +12% Max.HP +39.00 HP.reg +5.00 Heal.mod +13% A suit of armour made of leather. This object's appearance was changed to The Untouchable. |
Inventory
![]() 0.1 T1 implant scroll [Ego] 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 143% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +10 Con ----- def ----- Phys.save +10 (+5 eff.) Max.HP +43.00 HP.reg +5.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 1.0 T4 dagger 1H weapon [Rare] Disrupt Power 28.5 - 37.1 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +8.0% Atk.spd 100% On Crit.r2 +12 physical On Hit: * 20% chance to reduce armor by 21% While equipped: Stats +5 Dex dps ---------- Apr +2 Melee Ret 6 light ----- def ----- Resists +15% acid +9% light +15% lightning +10% fire +14% cold +6% all Spell.save +11 (+6 eff.) Sharp, short and deadly. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Disrupt/Master Power 46.5 - 74.4 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Against +17% Unnatural While equipped: Stats +5 Wil dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +39% Massive two-handed swords. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +15.00% Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.70 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. |
![]() 4.0 T4 sling 1H weapon [Ego+] Disrupt/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +8% physical On Hit (Ranged): * 6 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +20 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +13% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 1H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +9% Phys.pwr +13 (+2 eff.) Spell.pwr +23 (+4 eff.) Dmg.mod +30% lightning +42% fire Res.pen +5% lightning Acc +15 (+4 eff.) ----- def ----- Resists +12% lightning +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Power 4.0 - 4.4 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Res.pen +10% physical +7% all Acc +8 (+2 eff.) Apr +8 ----- def ----- Resists +6% acid +5% arcane +9% blight Spell.save +12 (+6 eff.) Die.at -40.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +0 20% chance of physical repulsion 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. |
![]() 4.0 T3 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +23 lightning +9 cold Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +8 (+2 eff.) Mov.spd +26% Res.pen +12% lightning +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 29.5 - 41.3 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Resists +9% nature +3% light +6% darkness Phys.save +15 (+7 eff.) Spell.save +9 (+5 eff.) Teleport- +20% ---------- misc Max.psi +20.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego] Disrupt Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
![]() 1.0 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 272 damage and damages attackers striking the wearer for 39 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. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 184 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 62.76 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+0 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +0% lightning +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. This object's appearance was changed to kruk cloak. |
![]() 2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +15% acid +18% temporal +21% fire +9% cold +27% physical Res.pen +10% temporal +9% physical ----- def ----- Resists +15% acid +13% physical +12% fire +15% cold +13% all Anom.red +10 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +6% mind Res.pen +7% physical ----- def ----- Armour +5 Resists +12% acid +20% darkness +12% nature +12% blight Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +8% HP.reg +2.90 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Phys.save +10 (+5 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% darkness +9% physical Res.pen +15% physical Apr +2 Melee Ret 10 darkness ----- def ----- Armour +7 Defense +42 (+10 eff.) Fatigue +8% Resists +27% cold A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Nature While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +12% acid +12% physical +6% darkness +12% fire +15% lightning +15% cold Crit.dmg- 10.00% Spell.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +20% Disarm- +32% Pinning- +20% Stun/Frz- +27% Knockbk- +60% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Mag +3 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +11 Fatigue +22% Resists +21% acid +21% fire +12% cold ---------- misc Infravis +3 A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind +18% cold Res.pen +25% cold Melee Ret 10 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +6% cold Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +9 See.Invis +9 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 144.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
powerful healing salve [power 333] powerful healing salve [power 333]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 75% cooldown modifier. Heal 333 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 288] powerful pain suppressor salve [power 288]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 75% cooldown modifier. Let you fight up to -288 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 24] powerful water salve [power 24]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 75% cooldown modifier. Remove 2 mental effects and grants a water aura (24% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 75% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T3 shot ammo [Ego++] Master/Psionic Power 31.0 - 37.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 21 Ranged+ +17 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 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. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% acid ----- def ----- Resists +9% darkness +3% physical Crit.dmg- 10.00% Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Fire a magical bolt dealing 445 acid damage Puts all charms on 15 cooldown 100% to heal for 95. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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
By Rudy Tooty the Orc Gunslinger level 12
27th Retaking 124th year of Ascendancy at 07:20 see stats
By Rudy Tooty the Orc Gunslinger level 13
39th Retaking 124th year of Ascendancy at 16:13 see stats
By Rudy Tooty the Orc Gunslinger level 28
10th Pain 124th year of Ascendancy at 06:07 see stats
By Rudy Tooty the Orc Gunslinger level 10
23rd Retaking 124th year of Ascendancy at 22:14 see stats
By Rudy Tooty the Orc Gunslinger level 20
24th Revenge 124th year of Ascendancy at 03:51 see stats
By Rudy Tooty the Orc Gunslinger level 30
1st Dearth 124th year of Ascendancy at 13:33 see stats
By Rudy Tooty the Orc Gunslinger level 40
6th Loss 124th year of Ascendancy at 13:51 see stats
By Rudy Tooty the Orc Gunslinger level 32
2nd Dearth 124th year of Ascendancy at 22:42 see stats
By Rudy Tooty the Orc Gunslinger level 39
6th Loss 124th year of Ascendancy at 01:59 see stats
By Rudy Tooty the Orc Gunslinger level 38
5th Loss 124th year of Ascendancy at 07:22 see stats
By Rudy Tooty the Orc Gunslinger level 40
7th Loss 124th year of Ascendancy at 00:37 see stats
By Rudy Tooty the Orc Gunslinger level 16
11st Revenge 124th year of Ascendancy at 02:57 see stats
Log
Rudy Tooty's Saw Shell hits Vorabeth the brown bear for (45 flat reduction), 450 physical, (8 flat reduction), 0 physical, (6 flat reduction), 0 fire, (45 flat reduction), 22 acid (472 total damage).
Rudy Tooty's Saw Shell hits Vorabeth the brown bear for (45 flat reduction), 517 physical, (9 flat reduction), 0 blight, (15 flat reduction), 0 arcane, (8 flat reduction), 0 physical, (11 flat reduction), 0 arcane, (30 flat reduction), 0 lightning, (20 flat reduction), 0 cold, (45 flat reduction), 16 acid (533 total damage).
Vorabeth the brown bear throws two quick punches.
Vorabeth the brown bear slows down.
Vorabeth the brown bear misses Rudy Tooty.
Vorabeth the brown bear misses Rudy Tooty.
Thought-forged bowman's Shoot misses Rudy Tooty.
Rudy Tooty shoots!
Vorabeth the brown bear speeds up.
Vorabeth the brown bear raises their leg and snaps it downward in a devastating axe kick.
Vorabeth the brown bear slows down.
Rudy Tooty's brain isn't quite working right!
Something shoves Thought-forged bowman aside.
Rudy Tooty's Shoot performs a ranged critical strike against Vorabeth the brown bear!
Rudy Tooty's tinker attains critical power!
Rudy Tooty's Shoot hits Vorabeth the brown bear for (45 flat reduction), 92 physical, (8 flat reduction), 0 physical, (6 flat reduction), 0 fire, (45 flat reduction), 39 acid (131 total damage).
Melee retaliation hits Vorabeth the brown bear for (7 flat reduction), 0 mind (0 total damage).
Rudy Tooty's Shoot hits Vorabeth the brown bear for (45 flat reduction), 129 physical, (9 flat reduction), 0 blight, (15 flat reduction), 0 arcane, (8 flat reduction), 0 physical, (11 flat reduction), 0 arcane, (30 flat reduction), 0 lightning, (20 flat reduction), 0 cold, (45 flat reduction), 16 acid (144 total damage).
Vorabeth the brown bear hits Rudy Tooty for (41 flat reduction), 360 physical, (7 flat reduction), 0 nature (360 total damage).
You collect a new ingredient: bear paw (1).
Rudy Tooty roars triumphantly.
Thought-forged bowman shoots!
Rudy Tooty deflects the projectile from Thought-forged bowman but fumbles!
Bleeding from Rudy Tooty hits Vorabeth the brown bear for (45 flat reduction), 158 physical (158 total damage).
Bleeding from Rudy Tooty killed Vorabeth the brown bear!
Thought-forged bowman's Shoot performs a ranged critical strike against Rudy Tooty!
Thought-forged bowman's Shoot hits Rudy Tooty for (41 flat reduction), 187 physical (187 total damage).
Rudy Tooty the level 42 orc gunslinger was hacked apart to death by a thought-forged bowman on level 1 of Bearscape.
Rudy Tooty deactivates his cloak's restoration systems.