














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Showing Items Tier in Inventory 1.7.2This 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 |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 30 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Yveselaith the whitehoof hailstorm at level 30 on the 36th Pain 124th year of Ascendancy at 01:15 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 85 (base 60) |
| Constitution | 32 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 77 (base 55) |
Resources
| Life | -19/804 |
| Stamina | 167/220 |
| Steam | 12/100 |
| Healing Factor | 1.1724420161896 |
| Regeneration | 0.2931105040474 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 75 |
| Crit Chance | 41% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 75 |
| Crit Chance | 41% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +6% |
| Cold | +12% |
| Physical | +11% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Cold | +20% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 16 (80.418071861941%) |
| Defense | 68 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 27 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 43%( 80%) |
| Blight | + 26%( 70%) |
| Physical | + 32%( 75%) |
| Cold | + 27%( 70%) |
| All | + 16%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 26%( 70%) |
| Mind | + 27%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 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 100% efficiency and cooldown mod of 100%. |
| 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 100% efficiency and cooldown mod of 100%. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 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 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. * You have tunnelled close enough to the Gates of Morning. | 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 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. | 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 | Xeryseda the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +9, Lck +7, Con +2 offense ------ Accuracy +20 (+4 eff.) Ignore Armor +2 defense ------ Armor +3 Stealth +7 other ------- Infravision +2 A pair of boots made of leather. |
| Quiver | Shinespawner the pouch of dwarven-steel shots (17/17, 35-42 power, 3 apr) 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 35.0 - 42.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +20 acid +20 item acid corrode On-crit, radius 2 +20 acid, +20 light On Hit: * 20% chance to reduce armor by 35% While equipped: other ------- Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Life +46.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Winterdeath the hardened leather hat (15 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Con +5 offense ------ Ignore resists +20% cold When Hit 4 cold defense ------ Armor +3 Defense +15 (+4 eff.) Fatigue +3% Resistance +12% blight Physical save +6 (+3 eff.) Life +40.00 Stun Resist +20% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A hat made of leather. Very stylish. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid, +5% physical Ignore resists +15% acid, +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid, +10% physical Max Resistance +10% acid, +5% physical other ------- Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Tool | Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats Cun +5 offense ------ Physical Crit +5.0% Accuracy +10 (+2 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
| On fingers | rogue's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +3 offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | conjurer's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +5, Wil +5, Cun +2 offense ------ Spellpower +5 (+1 eff.) On-Hit 7 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 35 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats Lck +7 offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +7 (+2 eff.) Resist unseen 10% Amulets make your neck look great! |
| In main hand | Talosis' Counterpoint 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats Con +2 offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Emblem of Evasion 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+5 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 10/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | mighty steel steamgun of enduring 4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +12.0% Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats Str +1, Wil +7, Con +6 offense ------ Physical Power +5 (+1 eff.) defense ------ Life +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | cashmere cloak 'Starborn' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats Str +6, Dex +3, Cun +1, Con +5 offense ------ Damage +6% light When Hit 2 nature defense ------ Defense +2 (+1 eff.) Resistance +3% nature, +12% light Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Life +41.00 other ------- Stamina/turn +0.80 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of alchemy (0 def, 3 armour) 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +5% acid, +6% physical +7% fire, +12% cold defense ------ Armor +3 Hardiness +20% Fatigue +3% Resistance +12% acid, +10% physical +12% darkness, +10% fire +13% cold, +13% mind +11% all Physical save +13 (+7 eff.) Spell save +12 (+6 eff.) Mind save +24 (+8 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion (heal 151; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 151 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 Encumbrance 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. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance 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. |
warrior's gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats Mag +3 offense ------ Spellpower/crit +3 defense ------ Resistance +7% physical other ------- Stamina/turn +0.70 Mana/turn +0.13 Max mana +20.00 Amulets make your neck look great! |
gold ring 'Deleregogar'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +12, Wil +13 offense ------ Spellpower +15 (+5 eff.) Damage +12% blight, +3% mind Ignore resists +20% mind defense ------ Life Regen +4.00 Stun Resist +23% Rings make your fingers look great! |
Xerakira the Pyrespawn (18-27 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 18.0 - 27.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +20 fire While equipped: Stats Str +6 offense ------ Damage +10% physical Accuracy +16 (+4 eff.) defense ------ Resistance +6% mind, +9% darkness Spell save +9 (+4 eff.) Cut Resist +20% other ------- Mana/turn +0.08 Massive two-handed battleaxes. |
acidic steel dagger of massacre (18-23 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Sharp, short and deadly. |
arcing dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Sharp, short and deadly. |
Arcwilter the steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Wil +6 offense ------ Spellpower +15 (+5 eff.) defense ------ Resistance +9% lightning Spell save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +30.00 Massive two-handed swords. |
Ulemnir the Nimbusvengeance4.0 Encumbrance T2 longbow 2H weapon [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 arcane, +14 fire While equipped: offense ------ Spell Crit +4% Critical power +15.00% Damage +9% blight, +17% fire +6% arcane defense ------ Resistance +6% lightning Longbows are used to shoot arrows at your foes. |
ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 fire While equipped: offense ------ Damage +15% fire Longbows are used to shoot arrows at your foes. |
Duskbright (24-34 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Damage +21% arcane, +21% temporal Ignore resists +15% darkness Blunt and deadly. |
blooming thorny mindstar of balance (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +5 (+2 eff.) Healmod +14% Heal-on-summon +10 other ------- EQ when Hit +0.80 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. |
gifted vined mindstar (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) other ------- 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. |
ash vilestaff 'Vorynor' (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +4 offense ------ Spell Crit +17% Critical power +23.00% Spellpower +10 (+3 eff.) Damage +15% blight Ignore resists +5% mind On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +6% acid Spell save +6 (+3 eff.) Life Regen +0.90 Healmod +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +21.00% Spellpower +10 (+3 eff.) On-Hit 17 fire Damage +15% darkness other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness other ------- Mana/turn +0.12 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Korogrim4.0 Encumbrance T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Ignore Shields +20% Uses 2.0 Steam While equipped: Stats Str +3 offense ------ Physical Crit +3.0% Critical power +10.00% Spellpower/crit +4 Damage +21% arcane Accuracy +7 (+1 eff.) other ------- Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats Cun +2, Dex +2 offense ------ Accuracy +4 (+1 eff.) Ignore Armor +6 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +13% darkness Ignore resists +7% darkness Accuracy +17 (+4 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -4% Resistance +12% darkness Stealth +10 Life +64.00 other ------- Max stamina +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +23 (+7 eff.) Damage +20% temporal, +20% physical Ignore resists +20% temporal, +20% physical When Hit 20 physical, 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal, +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
mindwoven cashmere robe of darkness (+25%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +17% darkness defense ------ Resistance +25% darkness, +11% all Mind save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats Str +4, Mag +5, Wil +5 offense ------ Damage +7% lightning, +5% physical +8% cold defense ------ Resistance +8% lightning, +7% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindbrawn (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats Mag +3, Wil +3, Cun +3 offense ------ Move Speed +10% When Hit 4 darkness defense ------ Armor +3 Fatigue -6% Life +36.00 other ------- Stamina/turn +0.20 See Invisibility +21 A pair of boots made of leather. |
hardened leather gloves 'Flashworm' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Disrupt While equipped: offense ------ Physical Power +9 (+2 eff.) On-Hit 5 cold Damage +3% cold Ignore resists +15% lightning Accuracy +11 (+2 eff.) Ignore Armor +12 defense ------ Armor +2 Resistance +10% blight, +17% cold +3% fire Spell save +21 (+10 eff.) 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. |
temporal dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats Str +4 offense ------ Physical Power +5 (+1 eff.) On-Hit 6 temporal On-Ranged-Hit 7 temporal Damage +4% temporal defense ------ Armor +2 Fatigue +3% Resistance +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
The Cage (0 def, 0 armour)1.0 Encumbrance T3 head armor [Unique] Psionic While equipped: offense ------ Global Speed -25% defense ------ Resistance +30% mind, +10% all Max Resistance +30% mind You are immune to mental status effects. Nothing will ever reach you again. |
mindcaging hardened leather cap of constitution (+7) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master/Psionic While equipped: Stats Con +7 defense ------ Armor +3 Fatigue +3% Resistance +16% mind Mind save +15 (+5 eff.) Confus Resist +22% A cap made of leather. |
Unlightpall the cured leather armour (13 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats Con +1 offense ------ Physical Crit +5.0% Critical power +5.00% Ignore resists +5% physical Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +4 Defense +13 (+3 eff.) Fatigue +7% Physical save +6 (+3 eff.) other ------- Stamina/turn +0.60 Max stamina +30.00 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 4.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 54 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Life +34.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +5 (+1 eff.) defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
Brandfury the steel shield (0 def, 8 armour, 85.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Cun +5 defense ------ Armor +8 Fatigue +8% Resistance +24% fire Crit Resistance 15.00% other ------- Light +2 Talents +1 Block Handheld deflection devices. |
quiver of yew arrows of corruption (20/20, 32-46 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Arcane Weapon Damage 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 On Hit: 20% Curse of Death level 3 Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
79 alchemist agate0.0 Encumbrance 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. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Barefast1.0 Encumbrance T3 lite [Random Unique] Disrupt/Master While equipped: Stats Str +2 offense ------ Damage +3% acid When Hit 8 acid defense ------ Resistance +3% all Spell save +5 (+2 eff.) Blind Resist +35% Confus Resist +16% other ------- Light +12 See Stealth +17 See Invisibility +16 Track: Puts all charms on 40 turn cooldown Effective talent level: 1.8 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance 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. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance 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 244] powerful healing salve [power 244]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 244 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 150 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Iceraptor the pouch of steel shots (20/20, 18-21 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Arcane Weapon Damage 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 20 On-ranged-hit +8 acid, +20 item expose +8 mind On-Hit, radius 1 +20 acid, +10 fire On-crit, radius 2 +16 mind, +20 cold On Hit: * 20% chance to reduce all saves and defense by 35 Shots are used with slings to pummel your foes to death. |
high-capacity pouch of stralite shots of grasping (56/56, 44-52 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Nature/Master Weapon Damage 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 56 On Hit: * 20% chance to create vines that bind the target to the ground dealing 231 nature damage and pinning them for 3 turns While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
Quenchstriker [power 188] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +21% acid Ignore resists +10% cold When Hit 4 acid defense ------ Resistance +3% blight Mind save +6 (+2 eff.) Disease Resist +20% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of lightning storm 'Yvomiba' [power 194] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +25% arcane When Hit 4 arcane defense ------ Spell save +18 (+9 eff.) Confus Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Joan Crawford the Orc Gunslinger level 6
14th Retaking 124th year of Ascendancy at 18:58 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Joan Crawford the Orc Gunslinger level 14
26th Retaking 124th year of Ascendancy at 17:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Joan Crawford the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 08:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Joan Crawford the Orc Gunslinger level 20
19th Revenge 124th year of Ascendancy at 11:06 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Joan Crawford the Orc Gunslinger level 30
35th Pain 124th year of Ascendancy at 23:27 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Joan Crawford the Orc Gunslinger level 23
45th Revenge 124th year of Ascendancy at 07:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Joan Crawford the Orc Gunslinger level 13
21st Retaking 124th year of Ascendancy at 23:07 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Joan Crawford the Orc Gunslinger level 26
22nd Pain 124th year of Ascendancy at 13:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Joan Crawford the Orc Gunslinger level 17
4th Revenge 124th year of Ascendancy at 14:52 see stats
Log
Mirror Image (Yveselaith the whitehoof hailstorm) is dazed!
Yveselaith the whitehoof hailstorm casts Black Ice.
Mirror Image (Yveselaith the whitehoof hailstorm) casts Black Ice.
Yveselaith the whitehoof hailstorm hits Joan Crawford for (39 flat reduction), 162 cold (162 total damage).
Burning from Yveselaith the whitehoof hailstorm hits Joan Crawford for (39 flat reduction), 3 fire (3 total damage).
Joan Crawford strafes with his steamguns!
Joan Crawford's phys.bleed area effect hits Mirror Image (Yveselaith the whitehoof hailstorm) for 0 physical damage.
Joan Crawford's phys.bleed area effect hits Yveselaith the whitehoof hailstorm for (6 flat reduction), (162 ignored), 0 physical (0 total damage).
Joan Crawford's Strafe performs a ranged critical strike against Mirror Image (Yveselaith the whitehoof hailstorm)!
Joan Crawford's Strafe hits Mirror Image (Yveselaith the whitehoof hailstorm) for 1 physical, 0 acid, 0 physical (1 total damage).
Joan Crawford's Strafe hits Mirror Image (Yveselaith the whitehoof hailstorm) for 0 physical, 0 acid, 0 physical, 0 acid, 0 light (0 total damage).
Joan Crawford's Strafe hits Yveselaith the whitehoof hailstorm for (6 flat reduction), (10 ignored), 0 acid, (6 flat reduction), 13 light (13 total damage).
Talent Saw Shell is ready to use.
Burning from Yveselaith the whitehoof hailstorm hits Joan Crawford for (39 flat reduction), 3 fire (3 total damage).
Joan Crawford uses Evasion.
Joan Crawford tries to evade attacks.
Yveselaith the whitehoof hailstorm casts Lightning.
Mirror Image (Yveselaith the whitehoof hailstorm) casts Lightning.
Yveselaith the whitehoof hailstorm hits Joan Crawford for (39 flat reduction), 221 lightning (221 total damage).
Joan Crawford reloads.
Joan Crawford stops burning.
You have no medical injector available.
Joan Crawford uses Tumble.
Joan Crawford loses sight!
Something hits Joan Crawford for (39 flat reduction), 123 light (123 total damage).
Joan Crawford the level 30 orc gunslinger was tanned to death by Yveselaith the whitehoof hailstorm on level 2 of Krimbul Territory.



















































































































