

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.5.0Official 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.5.0Donators/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!) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.5.10This 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 Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Forbidden Cults 1.5.9Official 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 Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 40 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Xerinn at level 40 on the 19th Remembrance 125th year of Ascendancy at 13:25 / 1 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 69.17092389376 (base 60) |
| Constitution | 44 (base 36) |
| Magic | 22 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 100 (base 60) |
Resources
| Life | -11/1033 |
| Steam | 106/106 |
| Healing Factor | 1.5383177570093 |
| Regeneration | 7.8454205607474 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 10 |
| Infravision | 15 |
| See Stealth | 20 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 67 |
| Crit Chance | 41% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 67 |
| Crit Chance | 41% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Penetration
| Darkness | +17% |
| Light | +22% |
| Physical | +26% |
| Arcane | +22% |
| Fire | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 37 (58.536585365854%) |
| Defense | 64 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 26 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 20% |
| Knockback Resistance | 60% |
| Stun Resistance | 0% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Cunning 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 127% efficiency and cooldown mod of 65%. |
| 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 166% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 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 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 7 turns. While Heroism is active, you will only die when reaching -568 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| talent | Evasive Shots |
| beneficial effect | The target is recovering 24 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 4 and doing 6.58 blight damage per turn. Decrepitude Disease |
| beneficial effect | Inspired by a recent kill increasing all resistance by 7%. Orcish Triumph |
| detrimental effect | Huge cut that bleeds, doing 25.03 physical damage per turn. Bleeding |
| beneficial effect | Increases defense by 14. Mobile Defense |
| beneficial effect | Bullets shot are combustive: When striking their target, they explode (radius 2) for 133 fire damage. Bullet Mastery: Combustive |
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. * 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. | active |
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 |
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. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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. * 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 | pair of hardened leather boots 'Glowwrest' (0 def, 13 armour) 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Wil +4 Cun +8 Lck dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Res.pen +15% light ----- def ----- Armour +13 Fatigue +3% Resists +7% acid +9% temporal +8% fire +14% lightning +9% cold Phys.save +14 (+5 eff.) Stealth +7 Pinning- +20% Knockbk- +20% Teleport- +100% A pair of boots made of leather. |
| Quiver | deadly pouch of dwarven-steel shots of crippling (15/19, 149% power, 3 apr) 3.0 T3 shot ammo [Ego+] Master Power 149% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +12.0% Capacity 19 On Crit: * cripple the target While equipped: ---------- misc Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steamcatcher (14 def, 0 armour) 2.0 T4 head armor [Unique] Steamtech While equipped: Stats +12 Cun dps ---------- Steam.crit +5% Steampwr +15 (+3 eff.) Dmg.mod +10% physical ----- def ----- Defense +14 (+3 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| On hands | hardened leather gloves 'Xybretira' (0 def, 3 armour) 1.0 T3 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Res.pen +15% arcane ----- def ----- Armour +3 Phys.save +15 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) HP.reg +4.70 Disarm- +20% ---------- misc Stam/turn +0.90 Psi/turn +0.18 Max.stam +14.00 Talents +5 Flash Powder Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Arthizilandur the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee Ret 8 mind ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) Resists +9% light +6% fire Phys.save +38 (+11 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+3 eff.) Max.HP +70.00 Teleport- +5% ---------- misc Equi/ret +0.16 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Armedig0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 10 bleed Ranged+ 19 bleed Acc +23 (+5 eff.) Apr +25 On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 18% chance to cause random gloom ----- def ----- Defense +24 (+6 eff.) Resists +6% cold +6% mind +3% light Blind- +15% Silence- +10% ---------- misc Hate/m.crit +2.00 Max.hate +13.00 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 4 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 143% 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 can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +5 Str +5 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +9 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Torchblow the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Dex +8 Mag +4 Con dps ---------- Res.pen +10% fire ----- def ----- Crit.dmg- 15.00% Blind- +22% ---------- misc Light +3 Infravis +7 Sight +2 See.Invis +8 Amulets can have magical properties. |
| In main hand | penetrating stralite steamgun of recursion 4.0 T4 steamgun 1H weapon [Ego++] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Dmg.conv 29% temporal On Hit.r1 +80 20% chance of physical repulsion On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +19% physical Phasing +38% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue -10% Proj.slow +25% 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. |
| In off hand | Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit.r1 +36 20% chance of physical repulsion On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
| Cloak | Pitchbolt (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +6 Str +5 Mag +4 Wil +4 Cun dps ---------- Mind.crit +6% Res.pen +10% darkness Melee Ret 8 darkness ----- def ----- Defense +2 (+0 eff.) ---------- misc Light +2 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 16 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 Melee Ret 0 physical ----- def ----- Armour +16 Hardiness +20% Defense +14 (+3 eff.) Fatigue +2% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
heat beam rune (117 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 117.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 11 for 6 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 11) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Explosive 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. |
stralite amulet 'Glimmernigh'0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck dps ---------- Dmg.mod +9% light +9% mind Res.pen +5% light Acc +9 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +13% fire +6% mind +22% cold Unseen.red 14% Blind- +25% ---------- misc Light +1 Infravis +6 Sight +2 See.Invis +9 Amulets can have magical properties. |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Acc +10 (+2 eff.) Apr +13 ----- def ----- Defense +9 (+2 eff.) 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 4 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 143% 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 can have magical properties. |
stralite ring 'Xeruwyn'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +10 (+3 eff.) Res.pen +15% mind +10% temporal Acc +12 (+3 eff.) Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Blind- +39% ---------- misc Infravis +5 See.Stealth +13 See.Invis +13 Rings can have magical properties. |
surging elven-wood magestaff of projection (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +15 (+7 eff.) S.pwr/crit +5 Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 18.00 to 21.60 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
acidic stralite waraxe of erosion (135% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Nature Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 acid +11 temporal +9 nature On Crit: * splashes the target with acid One-handed war axes. |
quick stralite waraxe of massacre (146% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Acc +7 (+1 eff.) One-handed war axes. |
chilling stralite dagger of erosion (131% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Nature Power 131% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 temporal +12 nature +8 cold Sharp, short and deadly. |
Heartrend (134% power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Str 30 [Unique] Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 103% Block +50 HP.leech +1% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+2 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
caustic reinforced leather sling of cunning (+4)4.0 T4 sling 1H weapon [Ego+] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit: * 14% chance to corrode armour by 30% While equipped: Stats +4 Cun dps ---------- Res.pen +13% acid +16% physical ----- def ----- HP.reg +1.40 Slings are used to hurl stones or metal shots at your foes. |
mighty steel steamgun =str=4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of lightning =str=4.0 T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +10 lightning On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +8% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Yvogatha the stralite steamgun4.0 T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Phys.crit +4.0% Acc +8 (+2 eff.) ----- def ----- Resists +12% mind +15% cold Confus- +25% Pinning- +10% Def/telep +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
duelist's reinforced leather armour (9 def, 12 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +4 Cun +8 Dex ----- def ----- Armour +12 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
spiked stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Str 48 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% A suit of armour made of metal plates. |
Ivywe the Phoenixbile =str=1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% fire Res.pen +15% fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% fire Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour)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 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 47.77 arcane damage in radius 2, and will each trigger at one turn intervals. 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. |
restful rough leather gloves of strength (+3) (0 def, 1 armour) =str=1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-9 eff.) Mind.pwr -10 (-5 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. |
Ulfelandil (0 def, 3 armour) =breathe=2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +13% cold +6% nature +5% arcane Spell.save +9 (+5 eff.) Cut- +25% Disarm- +10% Pinning- +30% Knockbk- +15% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Breathe water Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
Erelysta (0 def, 4 armour) =str=3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Wil dps ---------- Crit.mult +10.00% Melee Ret 4 mind ----- def ----- Armour +4 Fatigue +4% Mind.save +9 (+3 eff.) ---------- misc Max.hate +6.00 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
14 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. |
15 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
10 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. |
21 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. |
27 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
23 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. |
28 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. |
22 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 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. |
5 jade0.0 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. |
13 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 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. |
6 amber0.0 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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. |
367 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
Stralite Sand Shredder0.0 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. |
mastercraft explosive shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 65% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 193] simple healing salve [power 193]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 127% efficiency and 65% cooldown modifier. Heal 193 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven-steel pickaxe of endurance (dig speed 29 turns) =str=3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Xerinn the Orc Gunslinger level 12
48th Retaking 124th year of Ascendancy at 12:01 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Xerinn the Orc Gunslinger level 37
19th Destruction 124th year of Ascendancy at 05:56 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Xerinn the Orc Gunslinger level 27
43rd Dearth 124th year of Ascendancy at 16:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Xerinn the Orc Gunslinger level 10
40th Retaking 124th year of Ascendancy at 10:01 see stats
Level 20 (Roguelike)
Got a character to level 20.By Xerinn the Orc Gunslinger level 20
7th Dearth 124th year of Ascendancy at 20:24 see stats
Level 30 (Roguelike)
Got a character to level 30.By Xerinn the Orc Gunslinger level 30
4th Loss 124th year of Ascendancy at 08:55 see stats
Level 40 (Roguelike)
Got a character to level 40.By Xerinn the Orc Gunslinger level 40
19th Remembrance 125th year of Ascendancy at 12:23 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Xerinn the Orc Gunslinger level 32
8th Loss 124th year of Ascendancy at 02:11 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Xerinn the Orc Gunslinger level 30
5th Loss 124th year of Ascendancy at 05:48 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Xerinn the Orc Gunslinger level 35
35th Loss 124th year of Ascendancy at 08:35 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Xerinn the Orc Gunslinger level 22
9th Dearth 124th year of Ascendancy at 22:06 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Xerinn the Orc Gunslinger level 33
17th Loss 124th year of Ascendancy at 23:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Xerinn the Orc Gunslinger level 15
49th Pain 124th year of Ascendancy at 00:43 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Xerinn the Orc Gunslinger level 29
4th Loss 124th year of Ascendancy at 03:41 see stats
Log
Xerinn hits Mecharachnid destroyer for 44 physical, 8 physical, 2 physical, 4 arcane (58 total damage).
Xerinn hits Mecharachnid flame thrower for 4 arcane damage.
Xerinn killed Mecharachnid flame thrower!
Decrepitude Disease from Mecharachnid destroyer hits Xerinn for (6 resist armour), 0 blight (0 total damage).
Bleeding from Xerinn hits Mecharachnid repairbot for (6 blocked), 0 physical (0 total damage).
Bleeding from Xerinn hits Mecharachnid destroyer for 3 physical damage.
Xerinn starts to bleed.
Mecharachnid destroyer misses Xerinn.
Evasive Shots fires a retaliatory shot at Mecharachnid destroyer!
Mecharachnid destroyer deflects the projectile from Xerinn to the north!
Xerinn hits Mecharachnid destroyer for 8 mind, 8 darkness (16 total damage).
Mecharachnid destroyer hits Xerinn for (41 resist armour), 125 physical (125 total damage).
Xerinn's Evasive Shots misses Xerinn.
Evasive Shots fires a retaliatory shot at Xerinn!
Xerinn's Evasive Shots hits Mecharachnid repairbot for 78 fire damage.
Xerinn's Evasive Shots hits Mecharachnid destroyer for 292 physical, 3 physical, 142 cold, 110 fire (547 total damage).
Xerinn is recovering from the damage!
Mecharachnid destroyer is knocked back!
Xerinn shoots!
Xerinn's Evasive Shots deflects the projectile from Xerinn but fumbles!
Xerinn's Evasive Shots hits Mecharachnid destroyer for 36 physical, 110 fire (146 total damage).
Xerinn's Evasive Shots hits Mecharachnid repairbot for 78 fire damage.
Xerinn's Evasive Shots hits Xerinn for (41 resist armour), 185 physical, (3 resist armour), 0 physical, (41 resist armour), 105 cold (290 total damage).
Xerinn's Evasive Shots hits Mecharachnid destroyer for 110 fire damage.
Xerinn's Evasive Shots hits Mecharachnid repairbot for 78 fire damage.
Xerinn's Evasive Shots hits Xerinn for (41 resist armour), 9 temporal, (41 resist armour), 81 physical, (3 resist armour), 0 physical (90 total damage).
Xerinn's skin returns to normal.
Xerinn's Shoot performs a ranged critical strike against Xerinn!
Saving game...












































































































