















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Forbidden Cults 1.5.9Official 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 | Madness Adventure |
Sex | Female |
Race | Drem |
Class | Gunslinger |
Level / Exp | 24 / 13% |
Size | medium |
Lifes / Deaths | Killed by Yvariaba the cutpurse at level 18 on the 39th Profit 122nd year of Ascendancy at 02:05 1 / 6Killed by Bolel the halfling at level 18 on the 43rd Profit 122nd year of Ascendancy at 23:23 Killed by saw horror at level 22 on the 16th Wealth 122nd year of Ascendancy at 21:59 Killed by Ileliri the halfling at level 24 on the 25th Wealth 122nd year of Ascendancy at 09:47 Killed by Thnd the krog at level 24 on the 25th Wealth 122nd year of Ascendancy at 11:05 Killed by Hakku at level 24 on the 25th Wealth 122nd year of Ascendancy at 11:09 |
Primary Stats
Strength | 36 (base 11) |
Dexterity | 70 (base 35) |
Constitution | 54 (base 45) |
Magic | 22 (base 10) |
Willpower | 11 (base 10) |
Cunning | 44.4 (base 30) |
Resources
Life | 726/726 |
Mana | 280/280 |
Steam | 100/100 |
Healing Factor | 1.2946428571428 |
Regeneration | 13.529017857143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 5 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 51 |
Accuracy | 70 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 70 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Light | +26% |
Acid | +19% |
Blight | +5% |
Physical | +24% |
Mind | +24% |
Nature | +6% |
Offense: Damage Penetration
Physical | +37% |
Acid | +15% |
Light | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 38 |
Ranged Defense | 42 |
Fatigue | 2 |
Physical Save | 57 |
Spell Save | 24 |
Mental Save | 27 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 43%( 70%) |
All | + 7%( 70%) |
Lightning | + 56%( 70%) |
Light | + 41%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 27%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 19%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 35% |
Poison Resistance | 63% |
Blind Resistance | 29% |
Disarm Resistance | 21% |
Bleed Resistance | 50% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
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 10.3 steam per turn. Can be activated for an instant burst of 52 steam. 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 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Race / Drem | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | 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 Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +3 Dex / +5 Mag Changes resistances: +8% acid / +13% fire / +15% cold / +7% lightning Changes resistances penetration: +5% physical Changes damage: +7% acid / +5% blight Physical save: +3 (+1 eff.) Disease immunity: +24% Only die when reaching: -20.00 life Maximum life: +20.00 Spellpower: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target for 7 turns: 12 bleeding, 48% reduced healing Travel speed: +200% Damage (Ranged): +10 bleed When wielded/worn: Talent granted: +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +14% light / +13% darkness Light radius: +6 A hat made of leather. Very stylish. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 8 acid Damage when hit (Melee): 8 darkness Changes stats: +4 Str Changes resistances: +7% acid Changes damage: +3% acid / +6% nature Talent granted: +5 Flash Powder Life regen: +3.30 Stamina each turn: +0.60 Psi each turn: +0.11 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +15% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +22% lightning / +6% temporal / +9% blight / +3% cold / +7% nature / +5% arcane Changes damage: +11% lightning Maximum encumbrance: +20 Poison immunity: +13% Disease immunity: +10% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light / +15% mind Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +22% Hate when firing a critical mind attack: +1.00 Maximum life: +28.00 Maximum hate: +7.00 Maximum psi: +30.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% mind / +6% nature Changes resistances penetration: +15% light / +10% nature Changes damage: +15% light Physical save: +21 (+6 eff.) Spell save: +18 (+9 eff.) Mental save: +15 (+7 eff.) Blindness immunity: +29% Confusion immunity: +35% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 1) on hit: +80 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +16% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +8 Dex / +3 Mag / +5 Cun / +8 Con Changes damage: +9% mind Physical save: +9 (+3 eff.) Mana each turn: +0.27 Maximum mana: +37.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Burst (radius 1) on hit: +90 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +8% physical Life regen: +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +8 Defense: +2 (+1 eff.) Fatigue: -8% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +2 Wil Changes resistances: +24% lightning / +21% cold Changes resistances penetration: +15% acid Changes damage: +9% acid Stun/Freeze immunity: +40% Maximum life: +51.00 Maximum stamina: +13.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +2 (+0 eff.) Armour: +10 Defense: +33 (+11 eff.) Ranged Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +16 Str / +19 Dex Physical save: +39 (+10 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Vim when firing critical spell: +4.00 Movement speed: +20% Damage Shield penetration: +30% A suit of armour made of leather. |
Inventory
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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), costing 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, costing 202 power out of 326/400. 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. |
potent healing salve [power 226] potent healing salve [power 226]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 122% efficiency and 66% cooldown modifier. It can be used to heal 226, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 122% efficiency and 66% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 172] simple healing salve [power 172]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 122% efficiency and 66% cooldown modifier. It can be used to heal 172, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() 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), costing 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: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Achievements
By Hakku the Drem Gunslinger level 22
17th Wealth 122nd year of Ascendancy at 14:51 see stats
By Hakku the Drem Gunslinger level 16
20th Profit 122nd year of Ascendancy at 14:02 see stats
By Hakku the Drem Gunslinger level 16
20th Profit 122nd year of Ascendancy at 14:02 see stats
By Hakku the Drem Gunslinger level 22
17th Wealth 122nd year of Ascendancy at 12:53 see stats
By Hakku the Drem Gunslinger level 10
22nd Voratun 122nd year of Ascendancy at 19:00 see stats
By Hakku the Drem Gunslinger level 20
7th Wealth 122nd year of Ascendancy at 15:04 see stats
By Hakku the Drem Gunslinger level 18
39th Profit 122nd year of Ascendancy at 07:02 see stats
By Hakku the Drem Gunslinger level 22
17th Wealth 122nd year of Ascendancy at 14:51 see stats
By Hakku the Drem Gunslinger level 13
2nd Profit 122nd year of Ascendancy at 05:58 see stats
By Hakku the Drem Gunslinger level 22
17th Wealth 122nd year of Ascendancy at 14:51 see stats
By Hakku the Drem Gunslinger level 23
22nd Wealth 122nd year of Ascendancy at 22:38 see stats
By Hakku the Drem Gunslinger level 13
2nd Profit 122nd year of Ascendancy at 06:24 see stats
Log
Hakku's Explosive Shell hits Something for (129 to psi shield), 16 physical, (3 to psi shield), 0 physical (17 total damage).
Thnd the krog's Beyond the Flesh performs a melee critical strike against Hakku!
Hakku hits Thnd the krog for 3 darkness damage.
Bleeding from Hakku hits Ileliri the halfling for (9 to psi shield), 1 physical (1 total damage).
Bleeding from Hakku hits Thnd the krog for (4 to psi shield), 0 physical (0 total damage).
Deep Wound from Hakku hits Ileliri the halfling for (13 to psi shield), 2 physical (2 total damage).
Deep Wound from Hakku hits Thnd the krog for (8 to psi shield), 1 physical (1 total damage).
Thnd the krog's Beyond the Flesh hits Hakku for (30 resist armour), 195 physical, (16 resist armour), 0 cold, (24 resist armour), 0 fire, (30 resist armour), 17 physical, (13 resist armour), 0 lightning (212 total damage).
Thnd the krog shrugs off the effect 'Slow movement'!
Thnd the krog resists the pinning!
Ileliri the halfling resists the pinning!
Hakku's pinning nature area effect hits Thnd the krog for (3 to psi shield), 0 nature (0 total damage).
Hakku's pinning nature area effect hits Ileliri the halfling for (9 to psi shield), 1 nature (1 total damage).
Thnd the krog uses Telekinetic Smash.
Thnd the krog performs a melee critical strike against Hakku!
Hakku shrugs off the critical damage!
Thnd the krog hits Hakku for (30 resist armour), 207 physical, (28 resist armour), 0 fire, (16 resist armour), 0 fire, (30 resist armour), 26 physical, (15 resist armour), 0 lightning, (30 resist armour), 317 physical (550 total damage).
Hakku hits Thnd the krog for 3 darkness, 3 darkness (6 total damage).
Hakku the level 24 drem gunslinger was raked to death by Thnd the krog on level 1 of Ambush!.
You have 1 life(s) left.
Hakku tessellates her cloak!
Hakku deactivates Embedded Restoration Systems.
Hakku deactivates her cloak's restoration systems.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Thnd the krog killed Hakku!
Saving done.
Saving game...