















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 | 38 / 46% |
Size | medium |
Lifes / Deaths | Killed by orc blood mage (subdued) at level 33 on the 31st Dearth 124th year of Ascendancy at 07:34 / 2Killed by Zubywen the corrupted mastocytic feeder at level 38 on the 29th Loss 124th year of Ascendancy at 19:20 |
Primary Stats
Strength | 27 (base 17) |
Dexterity | 93 (base 60) |
Constitution | 19 (base 14) |
Magic | 13 (base 10) |
Willpower | 10 (base 10) |
Cunning | 99 (base 60) |
Resources
Life | -112/917 |
Stamina | 178/211 |
Steam | 100/100 |
Healing Factor | 1.0791723257556 |
Regeneration | 0.2697930814389 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120.59599442752% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 72 |
Accuracy | 70 |
Crit Chance | 48% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 70 |
Crit Chance | 48% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Temporal | +6% |
Physical | +24% |
Darkness | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +25% |
Light | +15% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 21 (66.907551546746%) |
Defense | 77 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 28 |
Mental Save | 39 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 19%( 70%) |
All | + 11%( 70%) |
Darkness | + 48%( 70%) |
Light | + 4%( 70%) |
Temporal | + 43%( 70%) |
Physical | + 16%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 18%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Poison Resistance | 11% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 91%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 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 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 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 |
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 |
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. | 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 | ![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats Cun +8, Dex +8 offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 46.0 - 55.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +16.0% Capacity 21 On-ranged-hit +20 item expose, +20 nature +20 item nature slow On-Hit, radius 1 +4 nature On-crit, radius 2 +20 nature On Hit: * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Physical Power +15 (+5 eff.) On-Hit 13 temporal On-Ranged-Hit 10 temporal Damage +6% temporal Ignore resists +15% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +10% temporal Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ Physical Crit +3.0% Damage +24% physical Ignore resists +15% physical When Hit 6 cold other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+3 eff.) Ignore Armor +10 defense ------ Defense +8 (+2 eff.) Physical save +10 (+4 eff.) Spell save +7 (+4 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +6% nature, +7% blight Life +20.00 Poison Resist +11% Disease Resist +12% Disarm Resist +22% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +26 Critical Rate +20.0% Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +16 acid Uses 2.0 Steam While equipped: Stats Str +2 offense ------ Physical Power +7 (+2 eff.) Damage +12% acid defense ------ Resistance +6% acid, +2% physical +6% lightning Physical save +9 (+3 eff.) Mind save +15 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 56 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 | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Disrupt/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +26 Critical Rate +20.0% Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: defense ------ Resistance +7% acid, +8% lightning +9% cold, +8% fire, +4% all Spell save +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% acid, +6% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Defense +13 (+3 eff.) Resistance +3% physical, +5% arcane +6% nature Physical save +11 (+4 eff.) Life +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats Str +4, Dex +12, Mag +4 Wil +4, Cun +10, Con +4 offense ------ Ignore resists +25% acid defense ------ Armor +7 Defense +35 (+7 eff.) Fatigue +7% Resistance +9% acid Physical save +6 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Inventory
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats Dex +6, Mag +8 offense ------ Critical power +12.00% Spellpower +11 (+4 eff.) Damage +11% blight, +11% fire +9% nature Ignore resists +25% arcane defense ------ Resistance +20% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +18% acid, +9% fire +12% light Ignore resists +10% acid, +10% fire When Hit 8 light defense ------ Physical save +13 (+5 eff.) Spell save +11 (+6 eff.) Mind save +11 (+4 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats Cun +6, Mag +6 defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +20 item expose On-crit, radius 2 +32 lightning, +26 cold +4 arcane On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: Stats Str +12, Dex +17, Mag +11 Wil +14, Cun +11, Con +11 offense ------ Physical Crit +8.0% Move Speed +54% Damage +9% mind Ignore resists +20% lightning, +23% cold Accuracy +12 (+3 eff.) On-Hit (Ranged): * 20% chance to reduce all saves and defense by 22 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats Str +8 offense ------ Damage +9% physical Accuracy +14 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +20 lightning On-Hit, radius 1 +20 light While equipped: Stats Cun +4, Wil +7 offense ------ Mind Crit +9% Mindpower +10 (+5 eff.) Damage +21% lightning, +6% physical Ignore resists +10% physical When Hit 8 light defense ------ Resistance +10% physical other ------- Max psi +50.00 Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +12 lightning On Hit: 10% Arcane Vortex level 4 While equipped: Stats Mag +2 offense ------ Spellpower +13 (+5 eff.) Damage +16% lightning, +15% physical +9% arcane defense ------ Resistance +3% nature, +6% fire +6% darkness, +3% light Unlife -40.00 life Confus Resist +20% other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Rare] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +15 nature On Critical: * silences the target While equipped: offense ------ Damage +30% physical Ignore resists +11% nature, +20% physical On-Hit (Ranged): * 20% chance to slow global speed by 48% defense ------ Resistance +6% fire other ------- Reload +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +11 acid +10 item darkness numbing On-Hit, radius 1 +16 darkness On-crit, radius 2 +8 darkness On Hit: * 10% chance to reduce damage dealt by 18% While equipped: Stats Cun +4 offense ------ Damage +11% acid, +13% physical Ignore resists +10% darkness, +7% physical other ------- Light +1 Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +15 (+6 eff.) Damage +30% light defense ------ Physical save +14 (+5 eff.) Spell save +13 (+7 eff.) Mind save +10 (+4 eff.) other ------- Mana/turn +0.26 Max mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats Dex +8 offense ------ Ignore resists +10% light Ignore Armor +5 defense ------ Defense +10 (+2 eff.) Physical save +18 (+6 eff.) Anomaly Control +16 Life +87.00 other ------- Max mana +60.00 Max stamina +30.00 Max hate +16.00 Max psi +32.00 Max vim +31.00 Max positive +25.00 Max negative +29.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats Dex +4, Mag +5, Wil +5, Cun +5 offense ------ Physical Crit +8.0% Spell Crit +5% Mind Crit +8% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats Cun +6, Wil +8 offense ------ Against +22% Summoned defense ------ Resist Against +27% Summoned Mind save +7 (+3 eff.) Life +65.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+2 eff.) Resistance +15% cold Physical save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature/Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+1 eff.) defense ------ Fatigue -2% Life +33.00 A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats Mag +6, Wil +15 offense ------ Mind Crit +3% On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% lightning, +3% mind +11% all Spell save +3 (+2 eff.) other ------- Mana/turn +0.27 Psi/turn +0.20 EQ when Hit +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +5% all defense ------ Resistance +10% darkness, +11% mind +9% all Physical save +12 (+4 eff.) Spell save +10 (+5 eff.) Mind save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +12% Spellpower +30 (+9 eff.) Damage +30% acid, +21% darkness On-Hit (Melee): * 20% chance to reduce armor by 12% defense ------ Resistance +20% nature, +15% all other ------- Mana/turn +0.35 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats Mag +12, Wil +9 offense ------ Spellpower +17 (+6 eff.) Spellpower/crit +5 defense ------ Resistance +15% all Silence Resist +36% other ------- Mana/turn +0.20 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: Stats Mag +5, Wil +5 defense ------ Resistance +7% all other ------- Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Nature While equipped: Stats Dex +7 offense ------ Move Speed +10% Damage +9% physical Ignore resists +15% mind Ignore Armor +3 defense ------ Armor +5 Fatigue -6% Resistance +9% acid, +15% mind Physical save +18 (+6 eff.) Life +60.00 other ------- Stamina/turn +0.90 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats Str +8, Dex +6, Con +10 Lck +10 offense ------ Damage +21% fire, +6% darkness +10% physical defense ------ Armor +5 Resistance +9% darkness Stealth +12 Life Regen +6.00 Healmod +17% other ------- Size +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +8, Dex +10 offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats Mag +3, Wil +2 defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Spell Crit +6% Damage +9% temporal Ignore resists +25% temporal, +25% arcane +20% fire defense ------ Armor +3 Resistance +10% fire, +11% cold Spell save +18 (+9 eff.) A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Dex +3, Mag +2, Con +9 offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +2 other ------- Light +2 Infravision +2 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. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats Str +4, Dex +4, Mag +6, Cun +4 offense ------ Damage +8% arcane defense ------ Armor +3 Physical save +11 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Physical Power +5 (+2 eff.) On-Hit 6 cold Damage +4% cold defense ------ Armor +2 Fatigue +3% Resistance +7% cold 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +7 When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +8% blight Spell save +23 (+12 eff.) 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. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats Str +4, Dex +5, Wil +3 offense ------ Physical Crit +2.0% Damage +3% acid, +3% physical defense ------ Armor +11 Fatigue +5% Resistance +14% blight Mind save +8 (+3 eff.) Unlife -80.00 life other ------- Infravision +4 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats Con +9 defense ------ Armor +5 Fatigue +5% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Dex +3 defense ------ Armor +1 Fatigue +1% Physical save +11 (+4 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Nature/Master While equipped: defense ------ Armor +14 Defense +5 (+1 eff.) Fatigue +2% Physical save +12 (+4 eff.) Life Regen +3.70 other ------- Stamina/turn +1.80 A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: Stats Wil +3 defense ------ Armor +10 Defense +20 (+4 eff.) Fatigue +8% Resistance +12% acid, +8% cold +19% darkness, +30% blight other ------- Light +2 Breathe water A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Rare] Master While equipped: Stats Dex +4 offense ------ Physical Power +30 (+10 eff.) Ignore resists +20% lightning Ignore Armor +5 defense ------ Armor +13 Fatigue +22% Resistance +18% cold, +25% fire Mind save +9 (+3 eff.) other ------- Stamina/turn +3.03 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Master While equipped: offense ------ Damage +15% arcane, +6% nature Ignore resists +25% arcane, +25% cold On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +16 Fatigue +22% Resistance +15% cold, +30% fire +12% nature, +5% arcane A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spell Crit +3% Damage +9% mind Ignore resists +25% arcane defense ------ Armor +10 Fatigue +8% Resistance +15% mind, +22% fire Spell save +15 (+8 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.16 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +11.0% Physical Power +11 (+4 eff.) On-Hit 12 cold When Hit 21 ice defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
amazing healing salve [power 326] amazing healing salve [power 326]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 326 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 236] powerful healing salve [power 236]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 236 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 145] simple healing salve [power 145]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 145 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +20 lightning, +8 fire +10 nature On-Hit, radius 1 +12 fire On-crit, radius 2 +8 lightning, +4 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +20 item blight disease +20 mind, +20 light On-Hit, radius 1 +16 light, +20 blight On-crit, radius 2 +20 mind On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego] Arcane/Master Weapon Damage 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +19 Ignore Armor +6 Critical Rate +7.0% Capacity 21 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +6 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +16 Critical Rate +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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. |
![]() 1.0 Encumbrance 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By Ni'inin the Orc Gunslinger level 11
23rd Retaking 124th year of Ascendancy at 03:51 see stats
By Ni'inin the Orc Gunslinger level 15
5th Revenge 124th year of Ascendancy at 22:27 see stats
By Ni'inin the Orc Gunslinger level 30
10th Dearth 124th year of Ascendancy at 04:11 see stats
By Ni'inin the Orc Gunslinger level 28
47th Pain 124th year of Ascendancy at 08:26 see stats
By Ni'inin the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 12:17 see stats
By Ni'inin the Orc Gunslinger level 20
37th Revenge 124th year of Ascendancy at 10:13 see stats
By Ni'inin the Orc Gunslinger level 30
49th Pain 124th year of Ascendancy at 06:57 see stats
By Ni'inin the Orc Gunslinger level 34
32nd Dearth 124th year of Ascendancy at 03:17 see stats
By Ni'inin the Orc Gunslinger level 30
10th Dearth 124th year of Ascendancy at 08:07 see stats
By Ni'inin the Orc Gunslinger level 21
2nd Pain 124th year of Ascendancy at 14:48 see stats
By Ni'inin the Orc Gunslinger level 35
19th Loss 124th year of Ascendancy at 00:45 see stats
By Ni'inin the Orc Gunslinger level 26
23rd Pain 124th year of Ascendancy at 01:23 see stats
By Ni'inin the Orc Gunslinger level 25
22nd Pain 124th year of Ascendancy at 02:22 see stats
Log
Something hits Ni'inin for (94 absorbed), 0 blight (0 total damage).
Ni'inin uses Explosive Shell.
Ni'inin's Explosive Shell performs a ranged critical strike against Corrupted protosentient globula!
Ni'inin's tinker attains critical power!
Corrupted protosentient globula's is vulnerable to attacks and effects!
Corrupted protosentient globula slows down.
Ni'inin's Explosive Shell performs a ranged critical strike against Bloated ooze!
Corrupted protosentient globula shares damage with his oozes!
Ni'inin's Explosive Shell hits Corrupted protosentient globula for 439 physical damage.
Ni'inin's Explosive Shell hits Bloated ooze for 221 physical damage.
Ni'inin's Explosive Shell hits Bloated ooze for 2 nature, 11 nature (14 total damage).
Ni'inin's Explosive Shell hits Corrupted protosentient globula for 327 physical, 328 physical, 5 temporal, 10 nature, 2 nature, 10 nature (682 total damage).
Ni'inin's Explosive Shell killed Bloated ooze!
Ni'inin's Explosive Shell killed Corrupted protosentient globula!
Something hits Ni'inin for (178 absorbed), 0 blight (0 total damage).
Ni'inin is hexed!
Ni'inin is dazed!
Resting starts...
Talent Infusion: Wild is ready to use.
Rested for 3 turns (stop reason: taken damage).
Ni'inin is not dazed anymore.
Your shield crumbles under the damage!
The shield around Ni'inin crumbles.
Something hits Ni'inin for (16 absorbed), 406 physical (406 total damage).
Ni'inin the level 38 orc gunslinger was impaled to death by Zubywen the corrupted mastocytic feeder on level 1 of inside a giant tentacle.
Ni'inin deactivates his cloak's restoration systems.