









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Archmage |
Level / Exp | 18 / 76% |
Size | small |
Lifes / Deaths | Killed by Assassin Lord at level 18 on the 33rd Haze 122nd year of Ascendancy at 10:50 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 7 (base 10) |
Magic | 54 (base 46) |
Willpower | 49 (base 36) |
Cunning | 16 (base 11) |
Resources
Life | -36/207 |
Mana | 86/437 |
Healing Factor | 0.96880457979619 |
Regeneration | 4.1174194641338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 23 |
Accuracy | 2 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Physical | +4% |
Acid | +9% |
Blight | +12% |
Arcane | +3% |
Mind | +13% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Lightning | +60% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 37 |
Mental Save | 41 |
Defense: Resistances
Physical | + 11%( 70%) |
Lightning | + 14%( 70%) |
Acid | + 14%( 70%) |
Cold | + 12%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 14%( 70%) |
Mind | + 28%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Silence Resistance | 55% |
Confusion Resistance | 100% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 197 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 894% for 10 turns (45 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed length of troll intestine. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% arcane Ignore resists +15% lightning When Hit 2 blight defense ------ Armor +1 Resistance +6% blight other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Con offense ------ Ignore resists +5% nature When Hit 6 nature defense ------ Resistance +2% physical Mind save +5 (+2 eff.) Unlife -20.00 life other ------- Light +3 See Stealth +7 See Invisibility +6 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Mag +2 Wil +1 Cun +1 Con defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +3% cold Physical save +7 (+7 eff.) Knockbk Resist +10% other ------- Infravision +2 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% Damage +3% mind Ignore resists +5% arcane +20% lightning When Hit 2 arcane defense ------ Resistance +5% arcane +6% lightning other ------- Max mana +23.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +10% mind defense ------ Resistance +10% mind Spell save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +6 (+2 eff.) Life +60.00 Life Regen +4.00 Poison Resist +10% Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +10 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+5 eff.) On-Hit 5 physical Damage +4% physical defense ------ Armor +7 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. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +12% blight defense ------ Resistance +12% blight +9% all Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% lightning +9% acid Ignore resists +25% lightning defense ------ Defense +1 (+1 eff.) Resistance +6% acid Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% mind Confus Resist +23% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+7 eff.) Ignore Armor +7 defense ------ Defense +8 (+8 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 make your fingers look great! |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +18% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% light defense ------ Resistance +18% light +9% all Spell save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +2 (+0 eff.) defense ------ Defense +9 (+9 eff.) Mind save +5 (+2 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +5% fire +5% cold Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +4 Dex +5 Cun +8 Lck offense ------ Critical power +15.00% Physical Power +5 (+4 eff.) Damage +6% mind defense ------ Resistance +3% lightning +12% fire +6% temporal +9% cold Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Stealth +7 other ------- Disarm Traps +23 Psi when Hit +0.04 Infravision +4 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +9% blight Ignore resists +10% arcane defense ------ Defense +1 (+1 eff.) Resistance +3% fire other ------- Vim-on-crit +2.00 Max vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +1 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil defense ------ Defense +6 (+6 eff.) Physical save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +5 Cun offense ------ Ignore resists +5% blight When Hit 6 blight defense ------ Armor +1 Crit Resistance 5.00% other ------- Infravision +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil offense ------ Physical Power +5 (+4 eff.) Damage +11% acid Ignore resists +5% physical Accuracy +5 (+5 eff.) defense ------ Defense +1 (+1 eff.) Resistance +16% acid Physical save +9 (+8 eff.) other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind other ------- 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Irric the Yeek Archmage level 15
56th Dusk 122nd year of Ascendancy at 06:34 see stats
By Irric the Yeek Archmage level 10
12nd Dusk 122nd year of Ascendancy at 06:46 see stats
By Irric the Yeek Archmage level 9
3rd Dusk 122nd year of Ascendancy at 13:04 see stats
By Irric the Yeek Archmage level 17
1st Haze 122nd year of Ascendancy at 11:45 see stats
Log
Irric receives 23 healing from Temporal Restoration Field.
Talent Lightning is ready to use.
Acid Splash from Bandit hits Irric for (3 absorbed), 0 acid (0 total damage).
Irric receives 23 healing from Temporal Restoration Field.
Something performs a melee critical strike against Irric!
Irric is crippled.
Something performs a melee critical strike against Irric!
Assassin Lord is covered in a veil of shadows!
Something hits Irric for (175 absorbed), (15 mana), 0 darkness, (22 absorbed), (22 mana), 0 darkness, (110 absorbed), (110 mana), 0 darkness, (22 absorbed), (22 mana), 0 darkness (0 total damage).
Assassin Lord performs a melee critical strike against Irric!
Irric deactivates Disruption Shield.
Irric's disruption shield collapses and then explodes in a powerful manastorm!
Melee retaliation hits Assassin Lord for 1 blight, 4 nature, 1 arcane, 1 blight, 4 nature, 1 arcane (13 total damage).
Assassin Lord hits Irric for (87 absorbed), (87 mana), 0 darkness, (22 absorbed), (22 mana), 0 darkness, (189 absorbed), (189 mana), 0 darkness, 22 darkness (22 total damage).
Irric is free from the acid.
The fabric of time around Irric returns to normal.
Talent Phase Door is ready to use.
Thunderstorm hits Assassin Lord for 12 lightning damage.
Irric casts Lightning.
Irric hits Assassin Lord for 138 lightning damage.
Irric's arcane area effect hits Assassin Lord for 61 arcane damage.
Irric is poisoned!
Assassin Lord performs a melee critical strike against Irric!
Melee retaliation hits Assassin Lord for 1 blight, 4 nature, 1 arcane, 1 blight, 3 nature, 1 arcane (11 total damage).
Assassin Lord hits Irric for 95 darkness, 22 darkness, 108 darkness (225 total damage).
Irric the level 18 yeek archmage was shadowed to death by Assassin Lord on level 2 of Unknown tunnels.
The furious lightning storm around Irric calms down and disappears.