












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 30 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Emylaith the dreaming horror at level 30 on the 22nd Haze 124th year of Ascendancy at 19:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 70 (base 60) |
| Cunning | 72 (base 60) |
Resources
| Life | -41/416 |
| Steam | 40/100 |
| Equilibrium | 48 |
| Psi | 190/416 |
| Healing Factor | 1.1364835164836 |
| Regeneration | 3.9208681318683 |
Speed
| Mental | -25% |
| Attack | -25% |
| Movement | +100% |
| Spell | -25% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 45 |
| Crit Chance | 24% |
| APR | 30 |
| Speed | 1.33 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 45 |
| Crit Chance | 28% |
| APR | 19 |
| Speed | 1.33 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 20% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 36% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Fire | +3% |
| Darkness | +10% |
| Nature | +10% |
| Cold | +16% |
| Blight | +9% |
| Physical | +21% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Physical | +8% |
| Fire | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 52.75 |
| Spell Save | 54.5 |
| Mental Save | 59 |
Defense: Resistances
| Blight | + 5%( 70%) |
| Arcane | -3%( 70%) |
| Mind | + 7%( 70%) |
| All | -11%( 70%) |
| Lightning | -4%( 70%) |
| Physical | -36%( 70%) |
| Darkness | + 11%( 70%) |
| Cold | + 26%( 70%) |
| Fire | -1%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 60% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 70%. Its effects scale with your Strength 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. |
| 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 188% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Rocket Boots |
| talent | Antimagic Shield |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 23%. Distortion |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
| detrimental effect | The target is being ravaged by distortion, taking 58.83 physical damage and is losing one physical effect turn. Ravage |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target has been splashed with acid, taking 11.20 acid damage per turn, reducing armour by 7 and attack by 7. Acid Splash |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved mental save by +12. | done |
You failed to protect the lone alchemist from death by yellow jelly. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the temporal explorer from death by Emelagata the large brown snake. Escort: temporal explorer (level 2 of Old Forest) | failed |
You have been tasked to remove at leastg 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 45. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed length of troll intestine. * You've found the needed vampire lord fang. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Aeryba' (0 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+12 eff.) Physical crit. chance: +2.0% Armour: +14 Fatigue: +3% Changes stats: +4 Str / +6 Con Changes damage: +7% physical Talent granted: +2 Rocket Boots Physical save: +18 (+2 eff.) Maximum stamina: +20.00 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Rootbreacher'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +5 (+5 eff.) Changes resistances: +9% nature Changes damage: +3% physical Physical save: +6 (+1 eff.) Mindpower: +15 (+4 eff.) Light radius: +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 | Emelodheda the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +16% cold / +6% mind Changes damage: +11% cold Spell save: +9 (+1 eff.) Only die when reaching: -20.00 life Maximum life: +60.00 A pointy cloth hat, very wizardly... |
| On hands | Flamespitter the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 mind / 9 cold Damage when hit (Melee): 4 fire Changes resistances: +14% darkness / +5% cold / +6% blight / +9% fire / +7% arcane / +7% mind Changes resistances penetration: +15% fire Changes damage: +5% cold / +8% mind / +3% fire Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +11 (+1 eff.) 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. |
| Tool | ash totem of healing 'Relgazilasin' [power 188] (14.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +3% mind / +3% darkness Maximum life: +100.00 Mental crit. chance: +2% It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 9.18 You won the Ring of Blood trial, and this is your reward. |
| Around neck | steel amulet 'Icegore'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +2 Wil Changes resistances: +12% cold Changes resistances penetration: +20% blight / +10% cold Changes damage: +9% blight Mental save: +5 (+2 eff.) Confusion immunity: +14% Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
| In main hand | gifted thorny mindstar of life (8-8.8 power, 28 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 70% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +24.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | hardened leather belt 'Gloomrot'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% Changes resistances penetration: +8% physical Changes damage: +11% physical Critical mult.: +15.00% Physical save: +7 (+1 eff.) Spell save: +8 (+1 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +1% Size category: +1 A belt that goes around your waist. |
| In off hand | Serpent's Glare (7-7.7 power, 17 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 70% Wil, 42% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +17 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 55.61 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | linen cloak 'Ce'Nywyn' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes stats: +2 Str / +1 Con Changes resistances: +3% darkness Changes damage: +3% mind Knockback immunity: +10% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +8% blight / +9% all Mental save: +17 (+5 eff.) Life regen: +2.20 Maximum life: +46.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the warrior (efficiency 102% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 102% efficiency and cooldown mod of 75%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 198; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 621%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 733%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 420; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 305; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 375; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 32%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Cut immunity: +40% Confusion immunity: +22% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 323 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Velylle the ToxinviperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 8 nature Changes resistances: +15% nature / +9% darkness Changes damage: +9% nature Silence immunity: +30% Mana each turn: +0.22 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+6 eff.) Armour penetration: +8 Defense: +9 (+9 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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. |
Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+12 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
cured leather sling 'Sparkpyre'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +9 cold When wielded/worn: Changes stats: +6 Str / +2 Mag / +4 Cun Changes resistances: +12% lightning Changes resistances penetration: +10% lightning / +15% arcane Changes damage: +11% cold Slings are used to hurl stones or metal shots at your foes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+9 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
cashmere robe of the mind (+15%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% mind / +11% all Changes damage: +15% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isiwyn (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes resistances: +6% lightning / +6% temporal / +8% cold / +4% physical / +8% fire Cut immunity: +20% Stun/Freeze immunity: +20% A hat made of leather. Very stylish. |
insulating hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% fire / +6% cold Allows you to breathe in: water A cap made of leather. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Fulubar the Rainhash (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+5 eff.) Armour: +10 Changes stats: +2 Str / +4 Cun Changes resistances: +6% mind Changes resistances penetration: +20% cold Blindness immunity: +20% Teleport immunity: +20% Stamina each turn: +2.00 Maximum life: +60.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +26% Confusion immunity: +12% Maximum life: +40.00 Light radius: +7 See stealth: +9 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Casts lasers on spellcast when worn or imbued. 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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
potent fiery salve [power 13] potent fiery salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent frost salve [power 13] potent frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 175] potent healing salve [power 175]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 175 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent healing salve [power 175] potent healing salve [power 175]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 175 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 13] potent water salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (13% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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) Activation costs 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. |
Hettestir the dwarven-steel torque of mindblast [power 255] (14.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +2 Mag Changes resistances: +9% acid / +9% temporal Changes damage: +18% arcane Pinning immunity: +20% Mana when firing critical spell: +2.00 It can be used to blast the opponent's mind dealing 142 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield [power 99] (14.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 99 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
extending yew totem of summon tentacle [power 225] (14.5/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 491 Base Damage: 248 Armor: 8 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sleep is for the Yeek the Yeek Solipsist level 29
61st Pyre 124th year of Ascendancy at 02:15 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Sleep is for the Yeek the Yeek Solipsist level 27
67th Haze 123rd year of Ascendancy at 15:41 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sleep is for the Yeek the Yeek Solipsist level 11
24th Regrowth 123rd year of Ascendancy at 14:15 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sleep is for the Yeek the Yeek Solipsist level 20
75th Regrowth 123rd year of Ascendancy at 05:24 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sleep is for the Yeek the Yeek Solipsist level 28
33rd Regrowth 124th year of Ascendancy at 03:54 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sleep is for the Yeek the Yeek Solipsist level 29
61st Pyre 124th year of Ascendancy at 02:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sleep is for the Yeek the Yeek Solipsist level 10
1st Allure 123rd year of Ascendancy at 21:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Sleep is for the Yeek the Yeek Solipsist level 20
75th Regrowth 123rd year of Ascendancy at 03:22 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Sleep is for the Yeek the Yeek Solipsist level 30
20th Dusk 124th year of Ascendancy at 04:37 see stats
Look at me, I'm playing a roguelike! (Nightmare (Roguelike) difficulty)
Linked yourself in the in-game chat.By Sleep is for the Yeek the Yeek Solipsist level 27
67th Haze 123rd year of Ascendancy at 08:56 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sleep is for the Yeek the Yeek Solipsist level 11
5th Allure 123rd year of Ascendancy at 20:50 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Sleep is for the Yeek the Yeek Solipsist level 29
19th Dusk 124th year of Ascendancy at 15:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sleep is for the Yeek the Yeek Solipsist level 9
19th Haze 122nd year of Ascendancy at 20:53 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Sleep is for the Yeek the Yeek Solipsist level 29
61st Pyre 124th year of Ascendancy at 02:15 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sleep is for the Yeek the Yeek Solipsist level 28
61st Regrowth 124th year of Ascendancy at 23:32 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sleep is for the Yeek the Yeek Solipsist level 20
76th Regrowth 123rd year of Ascendancy at 03:55 see stats
Log
Yeek mindslayer hits Dream seed for 9 to psi, 10 acid (19 total damage).
Yeek mindslayer hits Dream seed for 13 to psi, 14 acid (26 total damage).
Yeek mindslayer hits Emylaith the dreaming horror for (14 to psi shield), (10 resonance), 4 to psi, 4 physical, (4 dismissed), (2 resonance), 1 to psi, 1 mind, (5 to psi shield), (4 dismissed), (2 resonance), 1 to psi, 1 physical, (5 dismissed), (3 resonance), 1 to psi, 1 lightning, (4 to psi shield), (3 dismissed), (1 resonance), 1 to psi, 1 physical, (5 to psi shield), (4 dismissed), (2 resonance), 1 to psi, 1 physical, (5 dismissed), (3 resonance), 1 to psi, 1 lightning, (7 to psi shield), (6 dismissed), (3 resonance), 1 to psi, 1 acid (19 total damage).
Yeek mindslayer hits Dream seed for 12 to psi, 14 acid (26 total damage).
Sleep is for the Yeek is no longer attuned.
Sleep is for the Yeek converts some damage to Psi!
Ravage from Emylaith the dreaming horror hits Sleep is for the Yeek for 35 to psi, 42 physical (76 total damage).
Sleep is for the Yeek receives 3 healing (4 psi heal).
Sleep is for the Yeek the level 30 yeek solipsist was battered to death by Emylaith the dreaming horror on level 1 of Yiilkgur, the Sher'Tul Fortress.
Yeek mindslayer deactivates Kinetic Aura.
Yeek mindslayer deactivates Charged Aura.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer deactivates Beyond the Flesh.
Sleep is for the Yeek is no longer being ravaged.
Sleep is for the Yeek deactivates Lucid Dreamer.
Sleep is for the Yeek deactivates Psiblades.
Sleep is for the Yeek is not stunned anymore.
Sleep is for the Yeek deactivates Rocket Boots.
Sleep is for the Yeek is no longer distorted.
Sleep is for the Yeek deactivates Antimagic Shield.
Sleep is for the Yeek is not crippled anymore.
Sleep is for the Yeek is free from the acid.
Yeek mindslayer deactivates Charged Aura.
Yeek mindslayer deactivates Kinetic Aura.
Yeek mindslayer deactivates Beyond the Flesh.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer deactivates Kinetic Aura.
Yeek mindslayer deactivates Kinetic Shield.
Yeek mindslayer deactivates Beyond the Flesh.
Yeek mindslayer deactivates Charged Aura.














































































































