

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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 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: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 24 / 73% |
Size | big |
Lifes / Deaths | Killed by orc necromancer at level 22 on the 38th Dearth 124th year of Ascendancy at 11:10 / 2Killed by Rhedil's Inner Demon at level 24 on the 40th Dearth 124th year of Ascendancy at 09:23 |
Primary Stats
Strength | 44 (base 16) |
Dexterity | 63 (base 54) |
Constitution | 49 (base 27) |
Magic | 15 (base 10) |
Willpower | 23 (base 10) |
Cunning | 73 (base 54) |
Resources
Life | -68/646 |
Steam | 94/100 |
Healing Factor | 1.2271232876713 |
Regeneration | 8.283082191781 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 55 |
Accuracy | 67 |
Crit Chance | 27% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 55 |
Accuracy | 67 |
Crit Chance | 27% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Acid | +10% |
Light | +20% |
Mind | +13% |
Blight | +7% |
Physical | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +26% |
All | +16% |
Defense: Base
Armour (hardiness) | 33 (100%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 21 |
Mental Save | 26 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 17%( 70%) |
Physical | + 37%( 70%) |
Cold | + 40%( 70%) |
All | + 10%( 70%) |
Lightning | + 15%( 70%) |
Light | + 37%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 46%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (4/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 53%. Its effects scale with your Strength 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 104% efficiency and cooldown mod of 77%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.50 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
talent | Automated Cloak Tessellation |
talent | Evasive Shots |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+16). Continuum Destabilization |
detrimental effect | Huge cut that bleeds, doing 4.67 physical damage per turn. Bleeding |
detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned, taking 18.57 nature damage per turn and decreasing all heals received by 27%. Insidious Poison |
detrimental effect | The target is lost in a nightmare that deals 27.41 mind damage each turn and has a 32% chance to cause a random detrimental effect. Waking Nightmare |
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 ErĂșan 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. | active |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
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. | active |
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'HaĂŻb 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T2 shot ammo [Ego] Master Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +10 Apr +2 Crit +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 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 | ![]() 2.0 T3 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +8% fire A cap made of leather. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +4 Mag dps ---------- Spell.crit +2% Phys.pwr +24 (+6 eff.) Spell.pwr +4 (+2 eff.) S.pwr/crit +2 Melee+ 9 blight Dmg.mod +7% blight Res.pen +10% lightning ----- def ----- Armour +4 Resists +8% blight ---------- misc Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 51 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Melee+ 5 bleed Ranged+ 8 bleed Acc +8 (+2 eff.) On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +3% mind Acc +9 (+2 eff.) Apr +10 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +9 (+3 eff.) Fatigue -5% Resists +6% acid ---------- misc Max.enc +24 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Max.HP +39.00 A belt that goes around your waist. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +3 Wil +2 Mag ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness ----- def ----- Resists +12% blight +17% nature +6% darkness +16% mind Poison- +20% Disease- +22% Confus- +21% ---------- misc Masteries +0.16 Steamtech/Engineering Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 6 light 6 darkness Dmg.mod +6% light +5% darkness On Melee Ret: * 5% chance to blind * 7% chance to inflict 15% damage reduction ----- def ----- Fatigue -4% HP.reg +0.60 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Gravity pin Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+12 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 56.57 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.07 (up to a maximum of 28.28 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 4.0 T2 sling 1H weapon [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +5 acid While equipped: dps ---------- Dmg.mod +10% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego+] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Acc +5 (+1 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego++] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +12 nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +9% nature ----- def ----- Resists +5% all ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego+] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego++] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +7 nature On Crit: * silences the target While equipped: dps ---------- Phys.crit +7.0% Res.pen +7% nature Acc +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: dps ---------- Phys.crit +2.0% Acc +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +6 Defense +4 (+1 eff.) Fatigue +7% Resists +17% lightning A suit of armour made of leather. |
![]() 17.0 T4 massive armor Reqs Str 48 Heavy Armour Training 3 [Ego+] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +13% blight +13% darkness +7% mind Mind.save +18 (+9 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+0 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 135 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 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. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Rhedil the Orc Gunslinger level 12
34th Retaking 124th year of Ascendancy at 18:29 see stats
By Rhedil the Orc Gunslinger level 10
27th Retaking 124th year of Ascendancy at 07:14 see stats
By Rhedil the Orc Gunslinger level 20
3rd Dearth 124th year of Ascendancy at 02:08 see stats
By Rhedil the Orc Gunslinger level 18
1st Dearth 124th year of Ascendancy at 21:00 see stats
By Rhedil the Orc Gunslinger level 23
39th Dearth 124th year of Ascendancy at 08:41 see stats
By Rhedil the Orc Gunslinger level 10
27th Retaking 124th year of Ascendancy at 20:22 see stats
By Rhedil the Orc Gunslinger level 22
38th Dearth 124th year of Ascendancy at 11:10 see stats
Log
Rhedil's Inner Demon calms down.
Rhedil's Inner Demon uses Startling Shot.
Rhedil's Inner Demon misses his shot.
Rhedil picks up (e.): wanderer's stralite amulet of the eclipse.
Waking Nightmare from Nightmare horror hits Rhedil for (25 resist armour), 0 darkness (0 total damage).
Bleeding from Rhedil's Inner Demon hits Rhedil for (3 resist armour), 0 physical (0 total damage).
Rhedil hits Rhedil's Inner Demon for (13 resist armour), 0 nature, (2 resist armour), 0 nature (0 total damage).
Insidious Poison from Weaver matriarch hits Rhedil for (12 resist armour), 0 nature (0 total damage).
Rhedil's Inner Demon hits Rhedil for (26 resist armour), 24 physical, (4 resist armour), 0 blight, (0 resist armour), 0 physical, (3 resist armour), 0 blight (24 total damage).
Rhedil is confused and fails to use Trick Shot.
Weaver matriarch receives 36 healing from Temporal Restoration Field.
Bleeding from Rhedil hits Weaver matriarch for 5 physical damage.
Nightmare horror casts Invoke Darkness.
Nightmare horror's spell attains critical power!
Rhedil shrugs off the critical damage!
Nightmare horror hits Rhedil for (26 resist armour), 136 darkness (136 total damage).
Weaver matriarch casts Swap.
Rhedil shrugs off the effect 'Confused'!
Talent Startling Shot is ready to use.
Rhedil's Inner Demon uses Trick Shot.
Rhedil deflects the projectile from Rhedil's Inner Demon to the east!
Poison from Rhedil hits Rhedil's Inner Demon for (2 resist armour), 0 nature (0 total damage).
Insidious Poison from Weaver matriarch hits Rhedil for (12 resist armour), 0 nature (0 total damage).
Bleeding from Rhedil's Inner Demon hits Rhedil for (2 resist armour), 0 physical (0 total damage).
Waking Nightmare from Nightmare horror hits Rhedil for (25 resist armour), 0 darkness (0 total damage).
Rhedil is confused and fails to use Trick Shot.
Rhedil's Inner Demon roars triumphantly.
Saving game...