










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 24 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 24 on the 74th Haze 122nd year of Ascendancy at 17:38 / 1 |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 1 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 83 (base 54) |
| Cunning | 60 (base 50) |
Resources
| Life | -286/171 |
| Equilibrium | 10 |
| Psi | 49/465 |
| Healing Factor | 0.92105263157895 |
| Regeneration | 65.109210526316 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +97.927326510365% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 45 |
| Crit Chance | 20% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Nature | +7% |
| Physical | +14% |
| Fire | +16% |
| Arcane | +10% |
| Mind | +49% |
| All | +2% |
Offense: Damage Penetration
| Fire | +15% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 17 |
| Ranged Defense | 26 |
| Fatigue | 6 |
| Physical Save | 28.75 |
| Spell Save | 43.75 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Nature | + 31%( 70%) |
| Physical | + 26%( 70%) |
| Arcane | + 27%( 70%) |
| Fire | + 40%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 60% |
| Knockback Resistance | 23% |
| Confusion Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Poison Resistance | 40% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is wide awake and has 201% resistance to sleep effects. Insomnia |
| detrimental effect | The target is infected by a disease, reducing its strength by 22 and doing 35.85 blight damage per turn. Weakness Disease |
| beneficial effect | A flow of life spins around the target, regenerating 70.04 life per turn. Regeneration |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-17% global speed). Solipsism |
| detrimental effect | The target is infected by a disease, reducing its constitution by 15 and doing 50.43 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 53. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Cloudvile the pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +21% mind Mindpower: +6 (+2 eff.) Infravision radius: +1 A pair of boots made of leather. This object's appearance was changed to pair of iron boots. |
| Light source | Smolderrage the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% fire Changes damage: +3% fire Grants telepathy: Dragon Maximum hate: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Light radius: +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 | drakeskin leather cap 'Bethylaith' (9 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Defense: +9 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +5% Changes stats: +6 Con Changes resistances: +4% physical Poison immunity: +20% Confusion immunity: +10% Only die when reaching: -80.00 life A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. This object's appearance was changed to Sludgegrip. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 7/25) : Effective talent level: 3.9 Power cost: 20 out of 7/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | IsuraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +6 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +5% arcane / +22% fire Changes damage: +11% fire Reduces incoming crit damage: 15.00% Spell save: +20 (+5 eff.) Only die when reaching: -80.00 life Rings can have magical properties. |
| On fingers | copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Chargerip the living mindstar (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn * 20% chance to daze at end of turn On weapon crit: * burns latent spell energy When wielded/worn: Armour: +4 Changes damage: +21% mind / +8% arcane Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +5% Equilibrium when hit: +1.40 Only die when reaching: -80.00 life Mindpower: +13 (+4 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This object's appearance was changed to thorny mindstar. |
| Around waist | Dimstrike the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Damage when hit (Melee): 4 darkness Changes stats: +2 Cun Changes damage: +9% darkness / +3% mind Grants telepathy: Dragon Spell save: +6 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Size category: +1 A belt that goes around your waist. |
| In off hand | horrifying thorny mindstar of resolve (9.5-10.45 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes stats: +5 Wil Changes damage: +2% mind / +4% darkness Physical save: +3 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Islodatha the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil Equilibrium when hit: +0.04 Maximum life: +34.00 Maximum psi: +20.00 Mindpower: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Velitira' (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes damage: +12% physical Physical save: +16 (+6 eff.) Life regen: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 424 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Willpower 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. |
clarifying steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Confusion immunity: +21% Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
gold ring 'Murkmortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+16 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Dex Changes damage: +12% nature Only die when reaching: -60.00 life Maximum stamina: +20.00 Rings can have magical properties. |
marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Dex Rings can have magical properties. |
marksman's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Dex Mental save: +7 (+2 eff.) Confusion immunity: +29% Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's gold ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Glarequarry (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+7 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Wil / +4 Mag Changes resistances: +9% darkness Mental save: +9 (+3 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +15 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +9 (+3 eff.) Movement speed: +20% A pair of boots made of leather. |
Flashlash the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +6 Dex / +2 Con Changes resistances: +5% lightning / +3% fire Changes damage: +4% lightning Grants telepathy: Dragon See invisible: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+6 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xytha the hardened leather cap (7 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Armour: +7 Defense: +7 (+5 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +24% lightning Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +10% A cap made of leather. |
rough leather cap 'Flashwilder' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +3 Dex / +1 Wil / +4 Cun Mental save: +12 (+4 eff.) A cap made of leather. |
rough leather cap 'Sundare' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Damage when hit (Melee): 8 light Changes stats: +8 Str / +2 Con Changes resistances: +6% lightning / +6% temporal A cap made of leather. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Transmogrification ChestPowered 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. |
dwarven-steel torque of charged psionic shield 'Salybeth' [power 81] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +15% mind / +6% acid Reduces incoming crit damage: 15.00% Disease immunity: +25% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Beleriama [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +10 (+10 eff.) Changes stats: +3 Str / +5 Dex Changes damage: +9% physical Maximum stamina: +20.00 Healing mod.: +15% It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Harambe the Yeek Solipsist level 18
73rd Dusk 122nd year of Ascendancy at 09:52 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Harambe the Yeek Solipsist level 22
66th Haze 122nd year of Ascendancy at 04:47 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Harambe the Yeek Solipsist level 21
23rd Haze 122nd year of Ascendancy at 06:39 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Harambe the Yeek Solipsist level 21
14th Haze 122nd year of Ascendancy at 09:51 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Harambe the Yeek Solipsist level 10
2nd Summertide 122nd year of Ascendancy at 20:40 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Harambe the Yeek Solipsist level 20
13rd Haze 122nd year of Ascendancy at 01:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Harambe the Yeek Solipsist level 21
23rd Haze 122nd year of Ascendancy at 14:54 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Harambe the Yeek Solipsist level 20
14th Haze 122nd year of Ascendancy at 00:04 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Harambe the Yeek Solipsist level 22
65th Haze 122nd year of Ascendancy at 01:41 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Harambe the Yeek Solipsist level 8
9th Mirth 122nd year of Ascendancy at 04:24 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Harambe the Yeek Solipsist level 21
41st Haze 122nd year of Ascendancy at 07:09 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Harambe the Yeek Solipsist level 14
14th Dusk 122nd year of Ascendancy at 17:57 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Harambe the Yeek Solipsist level 21
40th Haze 122nd year of Ascendancy at 19:50 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Harambe the Yeek Solipsist level 21
14th Haze 122nd year of Ascendancy at 09:58 see stats
Log
Drop some of your items.
Harambe uses Distortion Bolt.
Harambe's mind surges with critical power!
Elven corruptor is no longer distorted.
A part of elven corruptor's bone shield regenerates.
Elven corruptor casts Soul Rot.
Mean looking elven guard is suffering from insomnia.
Elven cultist is suffering from insomnia.
Elven cultist is no longer distorted.
Elven guard is suffering from insomnia.
Elven guard is no longer distorted.
Ogre warmaster is suffering from insomnia.
Ogre warmaster is no longer distorted.
Harambe's Distortion Bolt hits Ogre warmaster for 239 physical damage.
Harambe's Distortion Bolt killed Ogre warmaster!
Harambe converts some damage to Psi!
Elven corruptor's Soul Rot hits Harambe for 85 to psi, 85 blight (170 total damage).
Harambe's mind surges with critical power!
Talent Infusion: Regeneration is ready to use.
Harambe converts some damage to Psi!
Harambe mentally dismisses some damage!
Weakness Disease from Elven cultist hits Harambe for (19 dismissed), 4 to psi, 4 blight (8 total damage).
Rotting Disease from Elven corruptor hits Harambe for 19 to psi, 19 blight (39 total damage).
Harambe receives 4 healing (7 psi heal).
Harambe uses Infusion: Regeneration.
Harambe starts regenerating health quickly.
Elven corruptor casts Bone Spear.
Elven corruptor's spell attains critical power!
Saving game...





















































































