











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Healthbar Top 1.7.6Makes the actor healthbars on top. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Items Vault 1.7.6Donators/Buyers bonus! Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Maj'Eyal Yeti |
| Class | Wanderer |
| Level / Exp | 16 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Cyriyawe the dozing honey tree at level 16 on the 1st Dusk 122nd year of Ascendancy at 08:03 / 1 |
Primary Stats
| Strength | 55 (base 43) |
| Dexterity | 20 (base 16) |
| Constitution | 45 (base 24) |
| Magic | 43 (base 42) |
| Willpower | 30 (base 16) |
| Cunning | 24 (base 15) |
Resources
| Psi | 119/120 |
| Life | -49/698 |
| Paradox | 300 |
| Stamina | 165/195 |
| Soul | 10/10 |
| Healing Factor | 1.2511689881046 |
| Regeneration | 0.31279224702616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 62 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +9% |
| Physical | +18% |
| Cold | +10% |
| All | 0% |
| Lightning | +10% |
| Mind | +6% |
| Fire | +4% |
| Nature | +15% |
Offense: Damage Penetration
| Acid | +16% |
| Blight | +21% |
| Darkness | +16% |
| Mind | +11% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 25.413408721348 (65.897138898113%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 22 |
| Physical Save | 43 |
| Spell Save | 30 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 23%( 70%) |
| All | 0%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| 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 288 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 215 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Technique / Shield defense | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | Xerydhelle the ash longbow4.0 T2 longbow 1H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * 10% chance to reduce armor by 29% While equipped: Stats +3 Str +8 Wil +9 Con dps ---------- Phys.crit +3.0% Phys.pwr +11 (+3 eff.) Acc +8 (+2 eff.) On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +18.00 Longbows are used to shoot arrows at your foes. |
| On hands | Kytohor the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Melee+ 5 fire Dmg.mod +9% blight +4% fire Res.pen +15% blight Acc +23 (+6 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Armour +2 Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Aerudotar the Cobranull2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 20% chance to slow global speed by 49% * 10% chance to reduce armor by 29% ----- def ----- Resists +3% light Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 34.59 to 103.76 lightning damage (69.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On feet | Velonn the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Res.pen +10% acid ----- def ----- Armour +9 Fatigue +2% Resists +6% lightning +5% temporal +1% physical Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Lorarin the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +3 Wil +8 Cun +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
| Around neck | Gegrim the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
| In main hand | Silutta the dwarven-steel mace (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +5 fire While equipped: Stats +3 Str dps ---------- S.pwr/crit +4 Dmg.mod +6% physical Res.pen +6% all Acc +16 (+4 eff.) Apr +7 ----- def ----- Defense +5 (+5 eff.) Resists +9% blight Blunt and deadly. |
| Around waist | Bethewen the Pitchrot1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Mind.pwr +4 (+2 eff.) Res.pen +5% darkness Acc +30 (+8 eff.) Melee Ret 4 physical ----- def ----- Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | corrosive steel shield (0 def, 4 armour, 18-21 power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 Melee+ +11 acid While equipped: Stats +1 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 29% ----- def ----- Armour +4 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Galathel the Venomguile (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% nature Res.pen +5% mind On Hit (Melee): * 10% chance to reduce armor by 29% * 10% chance to slow global speed by 49% * 10% chance to reduce all saves and defense by 23 ----- def ----- Defense +1 (+1 eff.) Resists +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Darkidol (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% temporal +5% physical Phys.save +11 (+3 eff.) Max.HP +100.00 A suit of armour made of mail. |
Inventory
steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the warrior (heal 327; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the wizard (absorb 179; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
Sunwrest (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Nature Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +1 Dex +2 Wil dps ---------- Res.pen +25% fire ---------- misc Light +3 Massive two-handed swords. |
balanced iron longsword of massacre (18-25 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +20% Sharp, long, and deadly. |
Coalpierce the steel mace (18-24 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 cold On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +1 Cun dps ---------- Res.pen +15% darkness ----- def ----- Crit.chn- 10.00% Blunt and deadly. |
nature's vined mindstar of balance (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +3% blight Phys.save +2 (+0 eff.) Spell.save +3 (+2 eff.) Mind.save +2 (+1 eff.) Disease- +15% ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar 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. |
nature's vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Max.HP +13.00 HP.reg +0.70 Disease- +11% ---------- misc Talents +1 Attune Mindstar 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. |
projecting vined mindstar (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% lightning +5% fire +5% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
caustic steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +5 acid +5 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% acid +5% nature Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamsaw 'Airroar' (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Disrupt/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Melee+ +8 physical Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Apr +2 ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +3% lightning +6% light +6% blight +3% fire +11% arcane ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw 'Duryruirach' (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Nature/Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam While equipped: dps ---------- Melee+ 8 lightning Acc +7 (+2 eff.) Melee Ret 4 lightning 8 mind ----- def ----- Armour +3 Defense +9 (+7 eff.) Fatigue +6% Max.HP +52.00 Disarm- +26% ---------- misc Max.hate +2.00 Max.psi +10.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Blastquench the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +12% lightning +5% fire +3% darkness +5% cold HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Salimithra the Filthbender (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% nature ----- def ----- Resists +3% light +11% darkness +11% mind +3% nature +7% all Phys.save +11 (+3 eff.) Spell.save +11 (+6 eff.) Mind.save +20 (+10 eff.) ---------- misc Light +1 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% physical ----- def ----- Resists +9% all +11% physical Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelithra (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Cun ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +20 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Yvuba' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +1% physical +3% nature +9% light Phys.save +11 (+3 eff.) Mind.save +12 (+6 eff.) Silence- +10% Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Moldlace' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% nature ----- def ----- Armour +1 Resists +3% blight +3% nature Die.at -60.00 life ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Beluwe (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +5% light +9% acid Heal.mod +5% Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelimikira the iron gauntlets (0 def, 3 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +5% arcane +3% acid Crit.chn- 10.00% HP.reg +2.00 Heal.mod +10% Silence- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Venomenvy (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +15% acid +9% cold +9% nature ----- def ----- Defense +1 (+1 eff.) Resists +3% acid Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
grounding rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A hat made of leather. Very stylish. |
mindwoven linen wizard hat of blight (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% blight ----- def ----- Defense +1 (+1 eff.) Resists +11% blight ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
miner's iron helm of constitution (+2) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hailtreason the iron mail armour (17 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Armour +10 Defense +17 (+11 eff.) Fatigue +12% Resists +3% lightning +3% temporal HP.reg +2.30 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
cleansing cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +12% blight +11% nature +6% mind Mind.save +12 (+6 eff.) A suit of armour made of leather. |
rough leather armour 'Gunodas' (18 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +18 (+11 eff.) Fatigue +6% Resists +3% lightning +16% fire Max.HP +80.00 A suit of armour made of leather. |
iron shield (0 def, 2 armour, 10-12 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Duskransom' (10 def, 2 armour, 11-13 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Dmg.mod +9% cold Res.pen +15% darkness Melee Ret 2 darkness 3 fire ----- def ----- Armour +2 Defense +10 (+7 eff.) Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield of mind resistance (+10%) (0 def, 2 armour, 9-11 power, 24.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: dps ---------- Melee+ 7 lightning Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
104 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +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. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
blazing pouch of steel shots of erosion (20/20, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +6 nature +12 fire On Crit.r2 +5 fire Shots are used with slings to pummel your foes to death. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By I151 the Maj'Eyal Yeti Wanderer level 10
5th Mirth 122nd year of Ascendancy at 10:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By I151 the Maj'Eyal Yeti Wanderer level 7
78th Pyre 122nd year of Ascendancy at 01:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By I151 the Maj'Eyal Yeti Wanderer level 14
2nd Summertide 122nd year of Ascendancy at 18:18 see stats
Log
Bleeding from Ivulethra the dozing giant venus flytrap hits I151 for (5 dissipated), 11 physical (11 total damage).
I151 hits Cyriyawe the dozing honey tree for 11 to psi, 28 fire, 0 light, 0 physical, 0 lightning (39 total damage).
Raze hits Cyriyawe the dozing honey tree for 2 to psi, 5 darkness, 2 to psi, 5 darkness, 2 to psi, 5 darkness, 2 to psi, 5 darkness (30 total damage).
Cyriyawe the dozing honey tree converts some damage to Psi!
I151 hits Cyriyawe the dozing honey tree for 23 to psi, 56 physical, 1 to psi, 3 fire, 0 fire (82 total damage).
Raze hits Cyriyawe the dozing honey tree for 2 to psi, 5 darkness, 2 to psi, 5 darkness, 2 to psi, 5 darkness (22 total damage).
I151 is stunned!
Cyriyawe the dozing honey tree's armor corrodes!
Cyriyawe the dozing honey tree converts some damage to Psi!
Cyriyawe the dozing honey tree hits I151 for (8 dissipated), 18 mind, (1 dissipated), 2 acid, (1 dissipated), 2 acid (21 total damage).
Melee retaliation hits Cyriyawe the dozing honey tree for 0 to psi, 1 physical, 0 to psi, 1 physical (3 total damage).
Raze hits Cyriyawe the dozing honey tree for 1 to psi, 3 darkness, 1 to psi, 3 darkness (7 total damage).
I151 is no longer attracting creatures.
Cyriyawe the dozing honey tree converts some damage to Psi!
Agony from Cyriyawe the dozing honey tree hits I151 for (9 dissipated), 21 mind (21 total damage).
Bleeding from Ivulethra the dozing giant venus flytrap hits I151 for (6 dissipated), 13 physical (13 total damage).
I151 hits Cyriyawe the dozing honey tree for 0 lightning damage.
Raze hits Cyriyawe the dozing honey tree for 1 to psi, 3 darkness (4 total damage).
Cyriyawe the dozing honey tree converts some damage to Psi!
I151 hits Cyriyawe the dozing honey tree for 15 to psi, 36 physical, 1 to psi, 1 fire, 1 to psi, 1 fire (55 total damage).
Raze hits Cyriyawe the dozing honey tree for 0 darkness, 0 darkness, 1 to psi, 3 darkness (4 total damage).
Cyriyawe the dozing honey tree's mind surges with critical power!
I151 shrugs off the effect 'Stunned'!
Cyriyawe the dozing honey tree converts some damage to Psi!
Cyriyawe the dozing honey tree hits I151 for (16 dissipated), 43 mind (43 total damage).
Melee retaliation hits Cyriyawe the dozing honey tree for 0 to psi, 1 physical, 0 to psi, 1 physical (3 total damage).
Raze hits Cyriyawe the dozing honey tree for 1 to psi, 3 darkness, 1 to psi, 3 darkness (7 total damage).
I151 the level 16 maj'eyal yeti wanderer was psyched to death by Cyriyawe the dozing honey tree on level 2 of Heart of the Gloom.

































































































