Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
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 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/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 | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 54 / 68% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 173 (base 63) |
Dexterity | 122 (base 63) |
Constitution | 101 (base 63) |
Magic | 78 (base 63) |
Willpower | 76 (base 63) |
Cunning | 132 (base 63) |
Resources
Life | 1542/1542 |
Positive | 0/209 |
Healing Factor | 1.9336900369003 |
Regeneration | 15.372835793357 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 14 |
See Stealth | 119.36126224858 |
See Invisible | 130.36126224858 |
Offense: Mainhand
Damage | 218 |
Accuracy | 98 |
Crit Chance | 88% |
APR | 95 |
Speed | 1.00 |
Offense: Offhand
Damage | 218 |
Accuracy | 98 |
Crit Chance | 88% |
APR | 95 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 81 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 127.08453708906 (97.241379310345%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 52 |
Mental Save | 46 |
Defense: Resistances
All | + 15%( 75%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. |
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 229% efficiency and cooldown mod of 58%. Its effects scale with your Strength 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 187% efficiency and cooldown mod of 81%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gunslinging | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Halfling | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Automated Cloak Tessellation |
talent | Range Amplification Device |
talent | Evasive Shots |
talent | Lacerating Strikes |
talent | Embedded Restoration Systems |
beneficial effect | Infinite Dungeon Challenge: Dream Hunter (Level 61) Challenge |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
Quests
Wake up and kill the dreaming horror boss 'Belorin the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 27)You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Mayolle the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 61) | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: Random Artifact: Strikepride | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: Random Artifact: Boruthad (1 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 26)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33)You completed the challenge and received: Random Artifact: Arcdare (45.5-68.25 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 39)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 45)You completed the challenge and received: Random Artifact: Lelyvon (32-38.4 power, 6 apr, blight element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 57)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 59)You completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 16)1 / 3 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 29)0 / 3 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 19)You completed the challenge and received: Random Artifact: Ulyfang (4-5.2 power, 6 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 38) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 52) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 58)Turns left: 0 You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 21)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 36)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 46)You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 32) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 42) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 54) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level in less than 102 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (102) (Level 43)Turns left: 18 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 105 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (105) (Level 35)Turns left: 58 You completed the challenge and received: Random Artifact: Xanugabeth (59-88.5 power, 3 apr) | done |
Leave the level in less than 138 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (138) (Level 24)Turns left: -1 | failed |
Leave the level in less than 204 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (204) (Level 50)Turns left: -1 | failed |
Leave the level in less than 36 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (36) (Level 20)Turns left: 16 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 72 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (72) (Level 48)Turns left: 35 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 81 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (81) (Level 17)Turns left: 12 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 84 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (84) (Level 15)Turns left: 21 You completed the challenge and received: Random Artifact: Tempestwilder (12 def, 2 armour, 41 block) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Steam Powered Boots (10 def, 18 armour) Steam Powered Boots (10 def, 18 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +10 Str / +12 Dex Changes damage: +10% fire Talent granted: +5 Moss Tread Stealth bonus: +10 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | deadly pouch of voratun shots of annihilation (22/22, 74-88.8 power, 16 apr) deadly pouch of voratun shots of annihilation (22/22, 74-88.8 power, 16 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 74.0 - 88.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +17.0% Capacity: 22 Travel speed: +200% When wielded/worn: Talent granted: +5 Botanical Shell Shots are used with slings to pummel your foes to death. |
Light source | watchleader's dwarven lantern of corpselight watchleader's dwarven lantern of corpselight Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% blight / +13% darkness Changes damage: +20% light Blindness immunity: +38% Confusion immunity: +17% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Light radius: +14 Infravision radius: +6 See stealth: +29 See invisible: +40 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 35 blight damage or heals 49 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (18 def, 0 armour) Eastern Wood Hat (18 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +18 (+5 eff.) Changes stats: +15 Cun / +22 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Steam Powered Gauntlets (0 def, 15 armour) Steam Powered Gauntlets (0 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +15 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Fatal Attractor Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tool | Cyriba (dig speed 8 turns) Cyriba (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +16 Armour: +8 Damage when hit (Melee): 12 physical Changes stats: +11 Str / +3 Dex / +6 Cun Changes resistances: +6% blight Spell save: +11 (+4 eff.) Maximum life: +39.00 Maximum stamina: +35.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Duskrigor the stralite ring Duskrigor the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +15 Defense: +14 (+4 eff.) Damage when hit (Melee): 20 lightning Changes stats: +8 Str / +5 Mag / +5 Cun Changes resistances: +3% darkness Changes damage: +9% darkness Spellpower: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Polomira the Pyreblow Polomira the PyreblowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Physical power: +8 (+1 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes stats: +10 Str / +10 Con Changes resistances: +9% fire / +19% physical Changes damage: +6% acid / +6% fire / +19% physical It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Alolathadin the voratun amulet Alolathadin the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 4 arcane / 8 acid Changes stats: +9 Dex / +5 Mag / +10 Cun / +9 Con Changes resistances: +5% arcane Changes resistances cap: +5% all Changes resistances penetration: +20% arcane Changes damage: +3% arcane Physical save: +22 (+5 eff.) Life regen: +1.20 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
In main hand | gunslinger's voratun steamgun of lightning gunslinger's voratun steamgun of lightning Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * flashes light on your target dealing 129 damage Travel speed: +600% Damage (Ranged): +11 lightning Attacks use: 2.0 Steam When wielded/worn: Changes damage: +15% lightning / +13% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Critical mult.: +12.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Fatigue: +0% Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Maximum encumbrance: +0 Healing mod.: +30% Slows Projectiles: +25% A belt rumoured to have been worn by the Conclave healers. |
In off hand | thunderous voratun steamgun of power thunderous voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * flashes light on your target dealing 129 damage Travel speed: +600% Damage (Ranged): +11 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Str / +2 Dex / +5 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances penetration: +11% lightning / +12% physical Changes damage: +11% physical Critical mult.: +12.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Jetpack (12 def, 0 armour) Jetpack (12 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +12 (+3 eff.) Changes stats: +8 Cun Changes resistances: +30% lightning Talent granted: +1 Rocket Dash Physical save: +12 (+3 eff.) Stun/Freeze immunity: +50% Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Main armor | The Black Plate (25 def, 45 armour) The Black Plate (25 def, 45 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +45 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Reduces incoming crit damage: 35.00% Physical save: +15 (+4 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
4 agate 4 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. |
423 alchemist agate 423 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx 10 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine 4 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 47 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
11 emerald 11 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. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
piercing dwarven lantern of corpselight piercing dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Changes resistances: +9% blight / +9% darkness Changes resistances penetration: +10% all Changes damage: +0% light / +0% darkness Spellpower: +6 (+2 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +5 See stealth: +0 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 43 blight damage or heals 59 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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. |
3 ruby 3 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. |
amazing healing salve [power 797] amazing healing salve [power 797]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 58% cooldown modifier. It can be used to heal 797, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 697] amazing pain suppressor salve [power 697]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -697 life and reduces all damage by 29% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 221] amazing unstoppable force salve [power 221]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 229% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 221 and healing factor by half, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
Transmogrification Chest 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. |
Transmogrification Chest 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. |
sentry's pouch of voratun shots (48/48, 63-75.6 power, 14 apr) sentry's pouch of voratun shots (48/48, 63-75.6 power, 14 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 63.0 - 75.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +7.0% Capacity: 48 Turns elapse between self-loadings: 3 When wielded/worn: Shots are used with slings to pummel your foes to death. |
perfect black light emitter perfect black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +25% darkness Light radius: -5 Infravision radius: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect flare shell perfect flare shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Flare Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect hook shell perfect hook shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'quiver' When attach to an other item: Talent granted: +5 Hook Shell Tinkers can be attached to normal items to improve them with steam power! |
8 amethyst 8 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. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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. |
13 amber 13 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
4 citrine 4 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. |
3 zircon 3 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 Sabba the Halfling Gunslinger level 5
78th Pyre 122nd year of Ascendancy at 09:37 see stats
By Sabba the Halfling Gunslinger level 3
75th Pyre 122nd year of Ascendancy at 21:58 see stats
By Sabba the Halfling Gunslinger level 40
28th Dusk 122nd year of Ascendancy at 12:15 see stats
By Sabba the Halfling Gunslinger level 47
45th Dusk 122nd year of Ascendancy at 09:59 see stats
By Sabba the Halfling Gunslinger level 22
9th Flare 122nd year of Ascendancy at 01:28 see stats
By Sabba the Halfling Gunslinger level 30
12nd Dusk 122nd year of Ascendancy at 01:05 see stats
By Sabba the Halfling Gunslinger level 12
10th Mirth 122nd year of Ascendancy at 03:11 see stats
By Sabba the Halfling Gunslinger level 23
10th Flare 122nd year of Ascendancy at 03:14 see stats
By Sabba the Halfling Gunslinger level 31
13rd Dusk 122nd year of Ascendancy at 11:20 see stats
By Sabba the Halfling Gunslinger level 42
33rd Dusk 122nd year of Ascendancy at 05:44 see stats
By Sabba the Halfling Gunslinger level 46
44th Dusk 122nd year of Ascendancy at 01:50 see stats
By Sabba the Halfling Gunslinger level 53
64th Dusk 122nd year of Ascendancy at 19:14 see stats
By Sabba the Halfling Gunslinger level 10
1st Mirth 122nd year of Ascendancy at 13:13 see stats
By Sabba the Halfling Gunslinger level 20
6th Flare 122nd year of Ascendancy at 04:42 see stats
By Sabba the Halfling Gunslinger level 30
10th Dusk 122nd year of Ascendancy at 18:50 see stats
By Sabba the Halfling Gunslinger level 40
27th Dusk 122nd year of Ascendancy at 09:23 see stats
By Sabba the Halfling Gunslinger level 50
53rd Dusk 122nd year of Ascendancy at 12:00 see stats
By Sabba the Halfling Gunslinger level 43
37th Dusk 122nd year of Ascendancy at 06:54 see stats
By Sabba the Halfling Gunslinger level 30
12nd Dusk 122nd year of Ascendancy at 01:05 see stats
By Sabba the Halfling Gunslinger level 24
1st Dusk 122nd year of Ascendancy at 20:43 see stats
By Sabba the Halfling Gunslinger level 30
12nd Dusk 122nd year of Ascendancy at 11:34 see stats
By Sabba the Halfling Gunslinger level 27
8th Dusk 122nd year of Ascendancy at 06:34 see stats
By Sabba the Halfling Gunslinger level 10
2nd Mirth 122nd year of Ascendancy at 18:37 see stats
Log
You gain 6.03 gold from the transmogrification of steady dragonbone longbow of recursion.
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Higakor'.
You gain 3.50 gold from the transmogrification of insidious iron greatsword of erosion (15.5-24.8 power, 1 apr).
You gain 6.10 gold from the transmogrification of chilling voratun greatsword of corruption (59.5-95.2 power, 4 apr).
You gain 2.01 gold from the transmogrification of acidic dwarven-steel greatsword of massacre (48-76.8 power, 2 apr).
You gain 7.64 gold from the transmogrification of truestriking voratun dagger of crippling (37.5-48.75 power, 9 apr).
You gain 5.35 gold from the transmogrification of plaguebringer's dwarven-steel dagger of massacre (27-35.1 power, 7 apr).
You gain 8.77 gold from the transmogrification of caustic voratun dagger of crippling (40-52 power, 9 apr).
You gain 20.00 gold from the transmogrification of Icy Kill (35-45.5 power, 10 apr).
You gain 12.11 gold from the transmogrification of thunderous voratun battleaxe of nature (56.5-84.75 power, 4 apr).
You gain 5.90 gold from the transmogrification of thunderous iron battleaxe (13-19.5 power, 1 apr).
You gain 4.71 gold from the transmogrification of balanced iron battleaxe of purging (17-25.5 power, 1 apr).
You gain 7.10 gold from the transmogrification of warmaker's copper amulet of strength (+9).
You gain 5.00 gold from the transmogrification of schematic: Rocket Boots.
You gain 8.00 gold from the transmogrification of schematic: Poison Groove.
You gain 4.00 gold from the transmogrification of schematic: Iron Grip.
You gain 1.95 gold from the transmogrification of shielding rune (absorb 318 for 8 turns).
You gain 2.85 gold from the transmogrification of phase door rune (range 10; power 37; dur 3).
You gain 1.87 gold from the transmogrification of acid wave rune (172 acid damage; disarm 5 turns with power 22).
Accepted quest 'Infinite Dungeon Challenge: Dream Hunter (Level 61)'! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Sabba deactivates Through The Crowd.
Sabba deactivates Lacerating Strikes.
Sabba deactivates Evasive Shots.
Sabba tessellates his cloak!
Sabba deactivates Embedded Restoration Systems.
Sabba deactivates his cloak's restoration systems.
Sabba deactivates Range Amplification Device.