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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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 | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 50 / 348% |
| Size | medium |
| Lifes / Deaths | Killed by sun-mage at level 13 on the 28th Retaking 124th year of Ascendancy at 23:55 0 / 8Killed by corrupted basaligator at level 17 on the 45th Retaking 124th year of Ascendancy at 04:34 Killed by dream seed at level 28 on the 31st Pain 124th year of Ascendancy at 13:25 Killed by Kilha the human at level 29 on the 47th Pain 124th year of Ascendancy at 13:29 Killed by Gladawyn the treant at level 33 on the 5th Destruction 124th year of Ascendancy at 03:17 Killed by Cyralelle the Guardian at level 34 on the 10th Destruction 124th year of Ascendancy at 05:53 Killed by High Sun Paladin Aeryn at level 37 on the 48th Remembrance 125th year of Ascendancy at 19:30 Killed by Council Member Palaquie at level 50 on the 34th Revenge 125th year of Ascendancy at 09:03 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 72 (base 60) |
| Constitution | 63 (base 52) |
| Magic | 47 (base 35) |
| Willpower | 15 (base 10) |
| Cunning | 77 (base 60) |
Resources
| Life | -202/1384 |
| Psi | 95/105 |
| Steam | 80/100 |
| Healing Factor | 1.6446192134509 |
| Regeneration | 44.815873566537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 69 |
| Crit Chance | 44% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 92 |
| Accuracy | 69 |
| Crit Chance | 44% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +35% |
| Lightning | +23% |
| Mind | +55% |
| All | +20% |
Offense: Damage Penetration
| Nature | +24% |
| Arcane | +39% |
| Mind | +39% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 37 (38.594633868923%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 39 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 47%( 70%) |
| Cold | + 64%( 70%) |
| All | + 38%( 70%) |
| Lightning | + 52%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 49%( 70%) |
| Mind | + 58%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 59% |
| Poison Resistance | 50% |
| Blind Resistance | 50% |
| Silence Resistance | 50% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 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 139% efficiency and cooldown mod of 84%. Its effects scale with your Dexterity 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 131% efficiency and cooldown mod of 98%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 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. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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 |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. | 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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
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 | pair of hardened leather boots 'Shimmerlace' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +7 Mag +10 Lck dps ---------- Dmg.mod +3% lightning Melee Ret 8 lightning ----- def ----- Armour +3 Crit.chn- 5.00% Phys.save +12 (+4 eff.) Stealth +8 Pinning- +20% Knockbk- +20% Teleport- +100% ---------- misc See.Invis +6 A pair of boots made of leather. |
| Quiver | sentry's pouch of voratun shots of annihilation (52/52, 68-82 power, 19 apr) 3.0 T5 shot ammo [Ego++] Arcane/Master Power 68.5 - 82.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +19 Crit +11.0% Capacity 52 Rld cld 5 Proj.spd +200% While equipped: ---------- misc Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +150% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | Ademitta the ash totem of healing [power 200] (8/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +2% Dmg.mod +18% mind ----- def ----- Resists +6% cold +12% fire ---------- misc Equi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% nature Acc +20 (+5 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +30% nature Max.HP +79.00 HP.reg +21.00 Heal.mod +15% Stun/Frz- +39% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Puregore0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +17% mind Res.pen +10% nature +25% mind ----- def ----- Resists +32% mind +12% nature Die.at -60.00 life Stun/Frz- +20% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... 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 | Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). * splashes acid on your target dealing 60 damage and reducing their armor Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% ---------- misc Talents +5 Thunder Grenade A belt rumoured to have been worn by the Conclave healers. |
| In off hand | dwarven-steel steamgun 'Anirion' 4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 temporal On Hit.r1 +20 temporal On Crit.r2 +8 mind +16 temporal On Hit: 10% Shoot 1 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * splashes acid on your target dealing 57 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Res.pen +25% arcane On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Xanenn the Rimeworm (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +3% temporal +9% light +6% cold +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+8 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
heroism infusion (die at -312; dur 8; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -312 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 624 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 551%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 551% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 500%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 500% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Gydunahor the Blazenight0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +14% nature +12% arcane Res.pen +20% lightning +25% arcane ----- def ----- Resists +21% lightning +28% nature +5% arcane Rings make your fingers look great! |
gladiator's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +25.00 Disarm- +28% Pinning- +31% Knockbk- +26% Rings make your fingers look great! |
titan's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +6 (+2 eff.) Rings make your fingers look great! |
mighty cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% all Acc +7 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
S.H. Spear4.0 T3 steamgun 1H weapon [Unique] Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+2 eff.) Mind.pwr +10 (+5 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
enhanced steel steamgun of piercing4.0 T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +3 Dex +5 Mag +4 Wil +7 Cun +5 Con dps ---------- Res.pen +5% all Acc +7 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's dwarven-steel steamgun of recursion4.0 T3 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +11% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Falador (25 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 13 blight Dmg.mod +10% blight ----- def ----- Armour +3 Defense +25 (+9 eff.) Resists +9% blight +5% arcane +15% lightning Poison- +20% Pinning- +20% Stun/Frz- +20% 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. |
drakeskin leather gloves 'Icerage' (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +9 Dex +8 Cun +3 Con dps ---------- Phys.crit +8.0% Dmg.mod +6% cold Res.pen +10% fire Acc +33 (+8 eff.) Apr +11 ----- def ----- Armour +3 Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves (0 def, 7 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 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. |
steady dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +13 (+3 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Phys.save +6 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +34% 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-4 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+4 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+4 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cloudhunter the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +9% light +6% mind Res.pen +5% mind ----- def ----- Resists +9% lightning +9% mind ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: You find yourself constantly fighting an urge to handle this strange pouch of shot. |
barbed pouch of stralite shots of annihilation (20/20, 60-71 power, 15 apr)3.0 T4 shot ammo [Ego++] Master Power 59.5 - 71.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +18.5% Capacity 20 Proj.spd +200% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
high-capacity pouch of stralite shots of daylight (56/56, 46-56 power, 5 apr)3.0 T4 shot ammo [Ego] Arcane/Master Power 46.5 - 55.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 56 Ranged+ +14 light Against +9% Undead While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
9 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Disease- +15% Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Kudor the Orc Gunslinger level 26
25th Pain 124th year of Ascendancy at 08:56 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kudor the Orc Gunslinger level 14
29th Retaking 124th year of Ascendancy at 22:01 see stats
Exterminator
Killed 1000 creatures.By Kudor the Orc Gunslinger level 31
1st Loss 124th year of Ascendancy at 07:05 see stats
Fear me not!
Survived the Fearscape!By Kudor the Orc Gunslinger level 37
48th Remembrance 125th year of Ascendancy at 23:44 see stats
Level 10
Got a character to level 10.By Kudor the Orc Gunslinger level 10
18th Retaking 124th year of Ascendancy at 11:45 see stats
Level 20
Got a character to level 20.By Kudor the Orc Gunslinger level 20
18th Revenge 124th year of Ascendancy at 10:27 see stats
Level 30
Got a character to level 30.By Kudor the Orc Gunslinger level 30
52nd Dearth 124th year of Ascendancy at 15:28 see stats
Level 40
Got a character to level 40.By Kudor the Orc Gunslinger level 40
52nd Remembrance 125th year of Ascendancy at 05:25 see stats
Level 50
Got a character to level 50.By Kudor the Orc Gunslinger level 50
38th Retaking 125th year of Ascendancy at 10:45 see stats
Once Upon A Time, In the West...
Hear the Eidolon's retelling of the Scourge from the West's journey.By Kudor the Orc Gunslinger level 50
9th Revenge 125th year of Ascendancy at 01:02 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Kudor the Orc Gunslinger level 32
3rd Loss 124th year of Ascendancy at 08:42 see stats
Size is everything
Did over 1500 damage in one attack.By Kudor the Orc Gunslinger level 47
26th Retaking 125th year of Ascendancy at 01:13 see stats
Size matters
Did over 600 damage in one attack.By Kudor the Orc Gunslinger level 29
45th Pain 124th year of Ascendancy at 19:13 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Kudor the Orc Gunslinger level 39
52nd Remembrance 125th year of Ascendancy at 05:25 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Kudor the Orc Gunslinger level 20
19th Revenge 124th year of Ascendancy at 06:41 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kudor the Orc Gunslinger level 45
14th Retaking 125th year of Ascendancy at 02:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kudor the Orc Gunslinger level 16
44th Retaking 124th year of Ascendancy at 14:11 see stats
Log
Your shield crumbles under the damage!
The shield around Kudor crumbles.
Council Member Palaquie performs a melee critical strike against Kudor!
Kudor damages himself through Martyrdom!
Council Member Palaquie hits Kudor for (33 flat reduction), 14 nature, (6 flat reduction), 0 lightning, (13 flat reduction), 0 acid, (12 flat reduction), 0 fire, (8 flat reduction), 0 lightning, (12 flat reduction), 0 lightning, (0 flat reduction), 0 arcane, (0 flat reduction), 0 lightning (14 total damage).
Council Member Palaquie's Lucid Shot hits Kudor for (33 flat reduction), (246 absorbed), 234 physical, (10 flat reduction), 0 light (234 total damage).
Melee retaliation hits Council Member Palaquie for 13 arcane, 5 lightning (17 total damage).
Kudor uses Implant: Steam Generator.
Kudor damages himself through Martyrdom!
Council Member Pendor hits Kudor for (0 flat reduction), 0 physical (0 total damage).
Bleeding from Kudor hits Council Member Pendor for (24 flat reduction), 42 physical (42 total damage).
Council Member Palaquie has shook off the effects of their corrosion.
Council Member Palaquie uses Boiling Shot.
A psionic shield forms around Council Member Palaquie.
Kudor has finished recovering.
Kudor is less impervious to physical effects.
Council Member Palaquie hits Kudor for (33 flat reduction), 1 nature, (6 flat reduction), 0 lightning, (13 flat reduction), 0 acid, (12 flat reduction), 0 fire, (8 flat reduction), 0 lightning, (12 flat reduction), 0 lightning (1 total damage).
Council Member Palaquie's Boiling Shot hits Kudor for (33 flat reduction), 248 physical, (10 flat reduction), 0 light (248 total damage).
Melee retaliation hits Council Member Palaquie for (13 absorbed), 0 arcane, (5 absorbed), 0 lightning (0 total damage).
Kudor weaves his cloak!
Kudor damages himself through Martyrdom!
Council Member Pendor hits Kudor for (0 flat reduction), 0 physical (0 total damage).
Bleeding from Kudor hits Council Member Pendor for (24 flat reduction), 42 physical (42 total damage).
Council Member Palaquie uses Condensate.
Council Member Palaquie's mind surges with critical power!
Council Member Palaquie hits Kudor for (33 flat reduction), 239 fire (239 total damage).
Kudor the level 50 orc gunslinger was flamed to death by Council Member Palaquie on level 6 of Palace of Fumes.
Council Member Palaquie killed Kudor!





































































































