











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 15 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 7 on the 11st Dusk 122nd year of Ascendancy at 04:57 2 / 3Killed by 3-headed hydra at level 12 on the 32nd Dusk 122nd year of Ascendancy at 12:54 Killed by Isond the thalore at level 13 on the 47th Dusk 122nd year of Ascendancy at 06:40 |
Primary Stats
| Strength | 30 (base 26) |
| Dexterity | 40 (base 27) |
| Constitution | 13 (base 12) |
| Magic | 24 (base 17) |
| Willpower | 20 (base 10) |
| Cunning | 24 (base 16) |
Resources
| Life | 333/333 |
| Stamina | 162/162 |
| Healing Factor | 1.3245901639344 |
| Regeneration | 0.33114754098361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 29.599459836163 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +12% |
| Fire | +21% |
| Physical | +5% |
| Cold | +11% |
| Nature | +8% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 15 (38.536585365854%) |
| Defense | 35 |
| Ranged Defense | 40 |
| Fatigue | 5.669446550417 |
| Physical Save | 20 |
| Spell Save | 15 |
| Mental Save | 15 |
Defense: Resistances
| Nature | + 39%( 70%) |
| Lightning | + 16%( 70%) |
| Cold | + 42%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 423% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
Escort the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | active |
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 | Flarebreak (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% fire Res.pen +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +6 Fatigue +1% Resists +3% fire ---------- misc Infravis +1 A pair of boots made of leather. |
| Quiver | quiver of yew arrows 'Dairablek' (20/20, 33-46.2 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 33.0 - 46.2 Mind Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 20 Ranged+ +4 acid +14 bleed +20 mind On Hit.r1 +8 mind On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 | Manadan the Taintcutter (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% nature +12% temporal Res.pen +5% nature Melee Ret 6 physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +9% temporal Skullcracker: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 80.0 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Anodomas the Hellpower (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% fire +9% nature +5% arcane Max.HP +24.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
| On fingers | rogue's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+3 eff.) Resists +22% cold Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Main armor | rough leather armour 'Belyvea' (10 def, 6 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Apr +1 ----- def ----- Armour +6 Defense +10 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue +6% Resists +16% lightning Phys.save +6 (+3 eff.) A suit of armour made of leather. |
| Cloak | Mayariatta (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Mag +1 Con ----- def ----- Defense +2 (+1 eff.) Die.at -40.00 life ---------- misc Max.stam +15.00 Infravis +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
Inventory
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 180.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
rough leather sling 'Radhador'4.0 T1 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit.r1 +4 mind On Hit: * Slows global speed by 20% While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+2 eff.) ----- def ----- Resists +9% light +5% arcane +3% darkness Slings are used to hurl stones or metal shots at your foes. |
Brightclamor (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +16 light While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +6% lightning +6% temporal +6% cold Phys.save +7 (+4 eff.) Spell.save +7 (+6 eff.) Mind.save +7 (+6 eff.) Disarm- +10% Pinning- +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eleneredin (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Nature/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +28 insidious poison +5 temporal +6 nature While equipped: Stats +4 Str dps ---------- Dmg.mod +14% physical Acc +8 (+3 eff.) ----- def ----- Armour +6 Resists +1% physical +6% darkness +3% fire ---------- misc Stam/ret +1.90 One-handed war axes. |
linen cloak 'Sulfurire' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% nature +15% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkbane (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +12% acid +5% cold Melee Ret 4 acid ----- def ----- Armour +2 Resists +6% acid +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Neryldath (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +15% mind +5% fire Melee Ret 16 acid ----- def ----- Armour +2 Resists +7% fire Mind.save +12 (+8 eff.) Heal/summ +20 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steel mail armour 'Issesasta' (2 def, 6 armour)14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +19% lightning +6% cold +12% light +5% arcane Spell.save +6 (+5 eff.) A suit of armour made of mail. |
quiver of elm arrows of vileness (17/17, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 17 Ranged+ +8 blight On Hit: * 8% chance to disease Arrows are used with bows to pierce your foes to death. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Leludig the elm totem of cure ailments [power 1] (9 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +1% physical Phys.save +12 (+6 eff.) Blind- +10% Silence- +5% Knockbk- +15% Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Lyf the Shalore Archer level 10
16th Dusk 122nd year of Ascendancy at 22:39 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Lyf the Shalore Archer level 13
54th Dusk 122nd year of Ascendancy at 14:18 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Lyf the Shalore Archer level 14
78th Dusk 122nd year of Ascendancy at 16:50 see stats
Log
You gain 1.75 gold from the transmogrification of spiked hardened leather armour of fire resistance (3 def, 6 armour).
You gain 3.38 gold from the transmogrification of radiant hardened leather armour of temporal resistance (3 def, 6 armour).
You gain 3.42 gold from the transmogrification of elemental steel waraxe (11-15.4 power, 3 apr).
You gain 3.55 gold from the transmogrification of projecting thorny mindstar (9-9.9 power, 24 apr, mind damage).
You gain 1.03 gold from the transmogrification of gifted thorny mindstar (9.5-10.45 power, 24 apr, nature damage).
You gain 3.47 gold from the transmogrification of yew longbow of true flight.
You gain 0.93 gold from the transmogrification of teleportation rune of the sneak (range 53).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 16th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 17th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Ran for 3 turns (stop reason: interesting terrain).
Today is the 19th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Today is the 20th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 21st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
Today is the 22nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
There is a A path into the Old Forest here (press '' or right click to use).
Today is the 23rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Ran for 6 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Lyf deactivates Intuitive Shots.
Lyf deactivates Trained Reactions.













































































