Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Bastion 1.4.5A complete rework for Bulwark. |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Kruk Yeti |
Class | Bastion |
Level / Exp | 24 / 20% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 67 (base 54) |
Dexterity | 32 (base 12) |
Constitution | 42 (base 28) |
Magic | 17 (base 10) |
Willpower | 18 (base 10) |
Cunning | 51 (base 27) |
Resources
Life | 73/782 |
Stamina | 2/139 |
Healing Factor | 1.14 |
Regeneration | 79.484742808515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 2 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 111 |
Accuracy | 62 |
Crit Chance | 25% |
APR | 10 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 56.694968030638 (81.030927835052%) |
Defense | 39 |
Ranged Defense | 48 |
Fatigue | 19 |
Physical Save | 29 |
Spell Save | 19 |
Mental Save | 32 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Stun Resistance | 19% |
Instadeath Resistance | 100% |
Knockback Resistance | 19% |
Inscriptions (3/3)
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 97% efficiency and cooldown mod of 70%. Its effects scale with your Magic 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 161% efficiency and cooldown mod of 86%. Its effects scale with your Strength 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 288 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Soldier | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Retaliation | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Knighthood | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Sword and Board |
talent | Shield Wall |
talent | Iron Guard |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target physical resistance is reduced by 44%. Lowered physical resistance |
beneficial effect | The target is building up for a powerful block, increasing block value by 5%. Steel Fortress |
beneficial effect | The target's combat attack is improved by 46. Attack |
beneficial effect | A flow of life spins around the target, regenerating 57.56 life per turn. Regeneration |
beneficial effect | Life regeneration increased by 9.1 and stamina regeneration increased by 2.0. Flow of Battle |
detrimental effect | The target fire resistance is reduced by 32%. Lowered fire resistance |
beneficial effect | The target is recovering 44 life each turn. Recovery |
beneficial effect | The target is preparing to unleash a powerful counterattack. Revenge |
beneficial effect | The target has 30% chance to evade melee attacks and gains 24 defense. Evasion |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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 | Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 20 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather hat 'Airvenom' (0 def, 3 armour) hardened leather hat 'Airvenom' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +3 Dex / +2 Cun / +3 Con Changes resistances: -15% light / +12% darkness Changes resistances penetration: +5% lightning Life regen: +1.80 A hat made of leather. Very stylish. |
On hands | hardened leather gloves 'Blazetrencher' (0 def, 2 armour) hardened leather gloves 'Blazetrencher' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 fire Changes stats: +3 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Talent granted: +1 Sand Shredder Disarm immunity: +31% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Korbek's Spyglass Korbek's SpyglassCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | warrior's steel ring of the mind (+12%) warrior's steel ring of the mind (+12%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
On fingers | gold ring of corrosion (+24%) gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Singesage (150% power, 6 apr) Singesage (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to gain 10% of a turn Burst (radius 1) on hit: +4 temporal / +26 fire When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +6 Dex Changes resistances penetration: +20% fire Sharp, long, and deadly. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 8/30) : Effective talent level: 4.0 Power cost: 30 out of 8/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 30% chance to completely evade them and granting you 24 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | crackling steel shield of radiance (6 def, 2 armour, 100% power, 38 block) crackling steel shield of radiance (6 def, 2 armour, 100% power, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 107% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +12 light / +12 lightning When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to blind * 11% chance to daze Changes stats: +2 Dex / +3 Mag / +4 Con Changes resistances: +11% light / +12% lightning Talent granted: +2 Block Handheld deflection devices. |
Cloak | Gleampiety the cashmere cloak (2 def, 0 armour) Gleampiety the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +7% acid / +7% fire / +6% lightning / +7% cold Changes damage: +9% light Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening steel plate armour of Eyal (4 def, 9 armour) enlightening steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +4 Cun / +4 Wil Mental save: +14 (+7 eff.) Life regen: +1.00 Maximum life: +42.00 Healing mod.: +14% A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (452% speed; 5 turns) movement infusion of the wizard (452% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 96) teleportation rune of the sneak (range 96)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Cunning 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 ability. |
This item will automatically be transmogrified when you leave the level. schematic: Frost Salveschematic: Frost Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
This item will automatically be transmogrified when you leave the level. steel ring 'Elosewyn'steel ring 'Elosewyn' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% nature / +15% acid Changes resistances penetration: +10% acid Changes damage: +13% nature / +15% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Tempestjustice the dwarven-steel greatmaul (153% power, 2 apr)Tempestjustice the dwarven-steel greatmaul (153% power, 2 apr) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +19 nature / +10 temporal When wielded/worn: Damage when hit (Melee): 20 lightning Mental save: +20 (+9 eff.) Equilibrium when hit: +0.16 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. ash longbow 'Gloriselle'ash longbow 'Gloriselle' Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +3 Mag / +3 Con Changes resistances: +3% darkness / +3% light Talent mastery: +0.20 Wild-gift / Fungus Blindness immunity: +5% It can be used to regenerate 96 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
iron longsword (103% power, 2 apr) iron longsword (103% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword of projection (101% power, 2 apr) iron longsword of projection (101% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Layymira the dwarven-steel mace (129% power, 4 apr) Layymira the dwarven-steel mace (129% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +1 Dex / +1 Mag Changes resistances penetration: +10% mind Infravision radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw (122% power, 14 apr)dwarven-steel steamsaw (122% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 122% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +51 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw (126% power, 14 apr)dwarven-steel steamsaw (126% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 127% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +42 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
quick steel waraxe of crippling (102% power, 3 apr) quick steel waraxe of crippling (102% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +3 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe 'Bichak' (105% power, 3 apr)steel waraxe 'Bichak' (105% power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature / +4 mind When wielded/worn: Changes stats: +1 Wil Critical mult.: +5.00% Spell save: +12 (+6 eff.) Maximum psi: +10.00 Mental crit. chance: +3% One-handed war axes. |
steel waraxe of massacre (118% power, 3 apr) steel waraxe of massacre (118% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
This item will automatically be transmogrified when you leave the level. Dimravager the pair of hardened leather boots (0 def, 3 armour)Dimravager the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 nature Changes resistances: +9% lightning / +9% temporal / +6% nature / +6% darkness Changes damage: +6% darkness A pair of boots made of leather. |
miner's pair of iron boots of tirelessness (0 def, 7 armour) miner's pair of iron boots of tirelessness (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urthedunaroddathel the hardened leather cap (0 def, 3 armour) Urthedunaroddathel the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +4 Str Stamina each turn: +0.80 Only die when reaching: -40.00 life Healing mod.: +10% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 150.8 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
grounding rough leather hat of strength (+2) (0 def, 1 armour) grounding rough leather hat of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% lightning / +6% temporal A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. Xusetha (2 def, 6 armour)Xusetha (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +2 Cun Changes resistances penetration: +5% mind Life regen: +3.40 Stamina each turn: +1.10 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
spiked iron mail armour (2 def, 4 armour) spiked iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of fire resistance (3 def, 6 armour)hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +20% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 100% power, 20.5 block) iron shield (4 def, 2 armour, 100% power, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
shocking steel shield (6 def, 2 armour, 100% power, 44.5 block) shocking steel shield (6 def, 2 armour, 100% power, 44.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 104% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +44 On weapon hit: * 15% chance to daze When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 13 lightning Talent granted: +2 Block Handheld deflection devices. |
33 onyx 33 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 aquamarine 15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 lapis lazuli 31 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 opal 19 opal0.00 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. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Tower Detonator Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
44 emerald 44 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 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. |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered 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. |
33 garnet 33 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful fiery salve [power 18] powerful fiery salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
This item will automatically be transmogrified when you leave the level. Furnaceidol the pouch of dwarven-steel shots (7/17, 141% power, 3 apr)Furnaceidol the pouch of dwarven-steel shots (7/17, 141% power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 17 On weapon hit: * 40% chance to corrode armour * 10% chance to knock the target back Damage (Ranged): +32 physical / +4 fire Burst (radius 2) on crit: +8 acid / +4 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots 'Earyyon' (19/19, 121% power, 2 apr)pouch of steel shots 'Earyyon' (19/19, 121% power, 2 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +24 acid / +16 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 acid Shots are used with slings to pummel your foes to death. |
18 amethyst 18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
42 quartz 42 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 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 LFM Lumberjack Cleave the Kruk Yeti Bastion level 11
26th Retaking 124th year of Ascendancy at 21:42 see stats
By LFM Lumberjack Cleave the Kruk Yeti Bastion level 10
22nd Retaking 124th year of Ascendancy at 23:51 see stats
By LFM Lumberjack Cleave the Kruk Yeti Bastion level 20
7th Revenge 124th year of Ascendancy at 19:32 see stats
By LFM Lumberjack Cleave the Kruk Yeti Bastion level 23
8th Pain 124th year of Ascendancy at 22:56 see stats
By LFM Lumberjack Cleave the Kruk Yeti Bastion level 19
49th Retaking 124th year of Ascendancy at 15:10 see stats
By LFM Lumberjack Cleave the Kruk Yeti Bastion level 14
36th Retaking 124th year of Ascendancy at 07:29 see stats
Log
LFM Lumberjack Cleave's fire trail hits Polar bear for 15 fire damage.
LFM Lumberjack Cleave uses Infusion: Regeneration.
LFM Lumberjack Cleave starts regenerating health quickly.
Lisitira the war bear summons a War Hound!
Lisitira the war bear's mind surges with critical power!
LFM Lumberjack Cleave becomes more vulnerable to physical.
LFM Lumberjack Cleave stops burning.
Talent Perfect Strike is ready to use.
Talent Flow of Battle is ready to use.
LFM Lumberjack Cleave receives 50 healing.
LFM Lumberjack Cleave hits War hound for 3 lightning, 9 fire, , (13 total damage).
War hound hits LFM Lumberjack Cleave for (26 shield wall), 155 physical (155 total damage).
Fire drake's devouring flames area effect hits LFM Lumberjack Cleave for (6 shield wall), 25 fire (25 total damage).
Fire drake's devouring flames area effect hits Lisitira the war bear for 17 fire damage.
Fire drake's devouring flames area effect hits Polar bear for 17 fire damage.
Fire drake's devouring flames area effect hits War hound for 24 fire damage.
War hound is dazed!
LFM Lumberjack Cleave uses Perfect Strike.
LFM Lumberjack Cleave aims carefully.
LFM Lumberjack Cleave is less vulnerable to fire.
LFM Lumberjack Cleave deactivates Shield Wall.
LFM Lumberjack Cleave stops regenerating health quickly.
LFM Lumberjack Cleave deactivates Iron Guard.
LFM Lumberjack Cleave deactivates Sword and Board.
LFM Lumberjack Cleave has finished recovering.
LFM Lumberjack Cleave is less vulnerable to physical.
LFM Lumberjack Cleave aims less carefully.
LFM Lumberjack Cleave is no longer evading attacks.