













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 9 / 45% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 9 on the 2nd Mirth 122nd year of Ascendancy at 08:25 / 1 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 29 (base 19) |
Constitution | 14 (base 14) |
Magic | 30 (base 24) |
Willpower | 16 (base 12) |
Cunning | 25 (base 15) |
Resources
Life | -3/215 |
Steam | 100/100 |
Paradox | 300 |
Psi | 86/86 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325009 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 14 |
Accuracy | 39 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 39 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Mind | +5% |
Cold | +22% |
Blight | +6% |
Arcane | +3% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 8 (35.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 21 |
Mental Save | 14 |
Defense: Resistances
Lightning | + 10%( 70%) |
Fire | + 15%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 35%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 20% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.4 steam per turn. Can be activated for an instant burst of 22 steam. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Steamtech / Avoidance | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Beyond the Flesh |
talent | Automated Cloak Tessellation |
talent | Thermal Shield |
talent | Energy Decomposition |
talent | Kinetic Shield |
talent | Weapon Folding |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Psionic focus | ![]() Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Quiver | ![]() Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 45 damage Damage (Ranged): +6 temporal Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +1 Dex / +1 Mag / +4 Wil Changes damage: +5% mind / +6% blight Spell crit. chance: +2% Light radius: +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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Damage when hit (Melee): 6 blight Changes stats: +3 Dex Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +5% arcane A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes resistances: +9% fire Changes damage: +3% fire It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +9% cold Changes damage: +12% cold / +3% fire Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes resistances: +3% cold Changes damage: +3% arcane Stealth bonus: +6 Spell save: +6 (+3 eff.) Cut immunity: +20% A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Dex Changes damage: +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +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. |
In off hand | ![]() Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +4 Defense: +12 (+5 eff.) Fatigue: +1% Damage when hit (Melee): 10 physical / 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Grave +0.30 Spell / Frost alchemy Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Polorenn the Nimbusstalker Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +12 arcane / +9 cold Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +12 lightning / +4 arcane When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +5% arcane Changes damage: +6% lightning / +14% cold Longbows are used to shoot arrows at your foes. |
![]() steady elm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +9 fire When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +3.0% Changes damage: +14% fire Longbows are used to shoot arrows at your foes. |
![]() Tundrasin the iron mace (12-16 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage When wielded/worn: Changes resistances: +5% arcane / +9% temporal Changes damage: +3% cold / +12% arcane / +3% temporal Blunt and deadly. |
![]() mossy mindstar 'Amarab' (5-6 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +12 physical When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Con Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mental save: +3 (+3 eff.) Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +4% 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. |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
![]() rough leather belt 'Loamreeve' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 25% Changes resistances: +6% acid / +6% fire / +6% cold Changes resistances penetration: +25% nature Changes damage: +3% cold A belt that goes around your waist. |
![]() Ragasin the linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Cun / +2 Wil Changes resistances: +11% cold Changes damage: +3% arcane Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +2 Mag / +2 Wil / +2 Con Changes resistances penetration: +5% mind Changes damage: +9% physical It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +6% light Changes resistances penetration: +5% arcane Changes damage: +6% cold Teleport immunity: +10% A hat made of leather. Very stylish. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 14 Damage when hit (Melee): 2 light Changes resistances: +6% cold Changes resistances penetration: +5% mind / +15% light Changes damage: +12% mind Allows you to breathe in: water A cap made of leather. |
![]() Phlegmviper the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 39% Changes resistances: +16% lightning / +3% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A hat made of leather. Very stylish. |
![]() Thunderfame (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% physical / +3% temporal Changes resistances penetration: +15% lightning / +15% temporal / +10% cold Changes damage: +3% temporal Physical save: +12 (+11 eff.) A suit of armour made of leather. |
![]() fortifying iron plate armour of acid resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +3 Str / +2 Con Changes resistances: +15% acid Maximum life: +33.00 A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +6% lightning / +3% cold / +10% nature Changes damage: +6% nature / +3% light Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.0 - 20.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
![]() self-loading pouch of iron shots (21/21, 14-17 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 Turns elapse between self-loadings: 5 Shots are used with slings to pummel your foes to death. |
![]() tundral pouch of iron shots of erosion (13/13, 14-16 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 Damage (Ranged): +5 nature / +8 cold Damage (radius 2) on crit: +5 cold Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Technomancer the Cornac Adventurer level 8
78th Pyre 122nd year of Ascendancy at 15:33 see stats
Log
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake hits Technomancer for (9 to psi shield), (7 flat reduction), (2 dissipated), 4 physical, (4 to psi shield), (6 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (4 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake performs a melee critical strike against Technomancer!
Gunsnake hits Technomancer for (7 to psi shield), (7 flat reduction), (1 dissipated), 3 physical, (5 to psi shield), (7 flat reduction), (0 dissipated), 1 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (4 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake hits Technomancer for (7 to psi shield), (7 flat reduction), (1 dissipated), 3 physical, (4 to psi shield), (6 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (3 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake performs a melee critical strike against Technomancer!
Gunsnake hits Technomancer for (11 to psi shield), (7 flat reduction), (3 dissipated), 7 physical, (4 to psi shield), (6 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (7 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake hits Technomancer for (8 to psi shield), (7 flat reduction), (2 dissipated), 4 physical, (4 to psi shield), (6 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (4 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake hits Technomancer for (7 to psi shield), (7 flat reduction), (1 dissipated), 3 physical, (4 to psi shield), (6 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (3 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake misses Technomancer.
Gunsnake hits Technomancer for (8 to psi shield), (7 flat reduction), (1 dissipated), 3 physical (3 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake hits Technomancer for (9 to psi shield), (7 flat reduction), (2 dissipated), 5 physical, (5 to psi shield), (7 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (5 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).
Gunsnake hits Technomancer for (7 to psi shield), (7 flat reduction), (1 dissipated), 3 physical, (4 to psi shield), (6 flat reduction), (0 dissipated), 0 physical, (2 to psi shield), (3 flat reduction), (0 dissipated), 0 nature (3 total damage).
Melee retaliation hits Gunsnake for (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold, (10 flat reduction), 0 blight, (10 flat reduction), 0 physical, (12 flat reduction), 0 cold (0 total damage).