














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official Expansion!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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Harbinger |
| Level / Exp | 21 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Lisekira the large white snake at level 13 on the 25th Profit 122nd year of Ascendancy at 23:51 1 / 4Killed by Ivusetira the gigantic corrosive tunneler at level 19 on the 27th Loss 122nd year of Ascendancy at 04:32 Killed by Zubethra the sandworm destroyer at level 20 on the 28th Loss 122nd year of Ascendancy at 01:28 Killed by Glorissra the sand-drake at level 21 on the 29th Loss 122nd year of Ascendancy at 04:42 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 16 (base 10) |
| Constitution | 50 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 76 (base 50) |
| Cunning | 43 (base 43) |
Resources
| Life | 727/727 |
| Equilibrium | 18 |
| Healing Factor | 1.3451597475757 |
| Regeneration | 15.264813377908 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +34.178696747638% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| See Stealth | 9 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 66 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 49 |
| Crit Chance | 13% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Lightning | +10% |
| Nature | +24% |
| Darkness | +6% |
| Physical | +10% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
Defense: Base
| Armour (hardiness) | 17 (38.594633868923%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 29%( 73%) |
| All | + 24%( 70%) |
| Lightning | + 40%( 73%) |
| Temporal | + 32%( 70%) |
| Physical | + 31%( 73%) |
| Fire | + 29%( 73%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 61% |
| Poison Resistance | 26% |
| Blind Resistance | 46% |
| Disarm Resistance | 20% |
| Bleed Resistance | 26% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 296 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Thunder | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Supercell | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Cyclone | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Endurance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Rain | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
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 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Emelyth the fox. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 giant spider spinneret. * You've found the needed honey tree root. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 within | active |
Equipment
| On feet | Hettyleg (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Crit.chn- 5.00% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Lightningcrypt the dwarven lantern1.0 T5 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Con dps ---------- Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +8% blight +3% lightning +12% acid +3% all Spell.save +12 (+4 eff.) HP.reg +5.00 Blind- +26% Confus- +20% ---------- misc Light +9 See.Stealth +9 See.Invis +15 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Buhell' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Mag +3 Wil +3 Con dps ---------- Melee+ 6 acid 7 nature Dmg.mod +5% acid +6% nature Res.pen +15% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +6% nature +5% arcane Disarm- +20% ---------- misc Max.mana +40.00 Masteries +0.20 Technique/Grappling 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 | cleansing elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +5 (+2 eff.) Confus- +21% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
| Around neck | Eilinera the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +5 (+1 eff.) Resists +6% lightning HP.reg +4.00 ---------- misc Max.hate +10.00 Max.psi +40.00 Amulets make your neck look great! |
| In main hand | nature's living mindstar (16-18 power, 66 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 16.5 - 18.2 Nature Uses 85% Wil, 51% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +66 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +17 (+6 eff.) Dmg.mod +3% nature ----- def ----- Resists +6% blight Disease- +19% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+3 eff.) Fatigue -4% Stealth +6 ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | nature's thorny mindstar of life (7-8 power, 39 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.2 Nature Uses 85% Wil, 51% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +39 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Max.HP +10.00 HP.reg +0.50 Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Ivorinor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Defense +1 (+0 eff.) Resists +2% physical Die.at -20.00 life Max.HP +31.00 Stun/Frz- +20% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Demonrock the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +9 Mag +10 Wil dps ---------- Dmg.mod +13% nature +6% darkness ----- def ----- Resists +3% acid +6% temporal +22% nature +11% all ---------- misc Mana/turn +0.29 Psi/turn +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 433%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% 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. 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 duelist (speed 589%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 589% 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 Dexterity stat. 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 warrior (speed 532%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
clarifying steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +15% mind Confus- +24% Amulets make your neck look great! |
Cinderstrider0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +4 Dex dps ---------- Res.pen +5% fire Melee Ret 6 fire ----- def ----- Resists +5% nature +6% blight Poison- +10% Disease- +12% ---------- misc Light +1 Rings make your fingers look great! |
copper ring 'Lightbreacher'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Str dps ---------- Phys.crit +2.0% Dmg.mod +11% acid Melee Ret 4 light ----- def ----- Resists +22% acid +3% physical Die.at -20.00 life Rings make your fingers look great! |
copper ring 'Rimewrither'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% mind +21% cold ----- def ----- Resists +6% blight Silence- +21% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Freezeraider the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +13% fire Acc +5 (+3 eff.) Apr +2 ----- def ----- Resists +3% cold +26% fire Phys.save +3 (+2 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Acc +9 (+5 eff.) Apr +9 ----- def ----- Defense +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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! |
Xymina (18-24 power, 6 apr) =T2 fodder=1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Dex +1 Wil +4 Cun +2 Con dps ---------- Phys.spd +10% Acc +7 (+4 eff.) Sharp, short and deadly. |
vined mindstar of flames (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) All.spd +3% Melee+ 4 fire Dmg.mod +6% fire Res.pen +6% fire ----- def ----- Resists +4% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful thorny mindstar of frost (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 cold Dmg.mod +10% cold +7% mind +7% darkness Res.pen +7% cold +7% mind +8% darkness ----- def ----- Armour +5 Resists +9% cold ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skypiercer (0 def, 0 armour) =+15% ltng pen=2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Res.pen +15% lightning ----- def ----- Resists +6% lightning +15% cold +7% all Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) ---------- misc Masteries +0.20 Psionic/Blade offense Send out a range 5 beam of kinetic energy, dealing 48.11 to 60.13 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 63.23 to 189.70 lightning damage (126.47 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Gorylarab (6 def, 5 armour) =deep=9.0 T2 light armor [Random Unique] Nature/Disrupt While equipped: Stats +2 Con +1 Wil dps ---------- Phys.pwr +10 (+3 eff.) Apr +2 ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +12% darkness +24% blight +7% cold +12% nature D.Red.from +7% Unnatural ---------- misc Max.stam +20.00 Light +1 Breathe water A suit of armour made of leather. |
Flashquake =+5% ltng pen=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% lightning +3% light Res.pen +5% lightning +10% light ----- def ----- Resists +6% lightning +12% cold Mind.save +6 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Coalreign' =-22% dam=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness +5% arcane Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +5% arcane +3% lightning Max.HP +32.00 A belt that goes around your waist. |
rough leather belt 'Spiderwake' =-53% spd=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% acid Melee Ret 8 fire On Hit (Melee): * 10% chance to slow global speed by 59% * 10% chance to reduce armor by 15% ----- def ----- Resists +3% nature HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Polulranne (1 def, 0 armour) =-10% conf=2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% light +11% temporal +3% nature +10% darkness Spell.save +6 (+2 eff.) Heal.mod +20% Confus- +10% Def/telep +17 Res/telep +16% Dur/telep +17% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsglory (0 def, 1 armour) =+10% mind pen -22% dam=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +12% cold Res.pen +10% mind Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Radhyblek the Frostnull (0 def, 1 armour) =+15% ntr cold pen=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +9% cold Res.pen +15% nature +15% cold ----- def ----- Armour +1 Resists +12% cold Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Emota (0 def, 3 armour) =+22 enc=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag ----- def ----- Armour +3 Fatigue -3% Resists +12% acid Phys.save +7 (+4 eff.) ---------- misc Max.enc +22 Max.psi +20.00 See.Invis +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Erelakalthodar the Shiversquall (0 def, 3 armour) =+5 HP reg=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +3% temporal +6% cold Crit.chn- 5.00% HP.reg +5.00 Heal.mod +10% Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duathelwilder the pair of dwarven-steel boots (15 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +8% physical ----- def ----- Armour +12 Defense +15 (+5 eff.) Fatigue +3% Resists +12% darkness HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 66.48 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
Boltparry (0 def, 2 armour) =-26% disarm=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Acc +5 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +3% blight +9% fire +5% arcane +6% cold Phys.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Disarm- +28% 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. |
Scorchwilter the rough leather cap (0 def, 1 armour) =+20% mind pen=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Armour +1 Fatigue +1% Resists +15% fire +6% cold A cap made of leather. |
Wretchquarry (0 def, 1 armour) =+3 lite=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Spell.save +3 (+1 eff.) ---------- misc Light +3 Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 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 182.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Haraganeg the Singeusher (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +10% physical Res.pen +15% fire +10% light +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +2 (+0 eff.) Resists +10% physical A pointy cloth hat, very wizardly... |
Prismonslaught the iron helm (0 def, 3 armour) =+15% mind pen=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +15% mind +5% acid ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvadatta (15 def, 3 armour) =depths=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +12% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
8 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
207 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Huridig the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Dmg.mod +9% mind Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Noontaint2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +9% acid Mind.save +6 (+2 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Plaguecast2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Resists +3% mind Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
brass lantern 'Healwild' =+25% ntr pen=2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +25% nature On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Resists +6% mind ---------- misc Light +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. |
Arcbiter (dig speed 29 turns) =+20% ltng pen=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +20% lightning Melee Ret 2 lightning ----- def ----- Resists +3% cold +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Loamonslaught' (dig speed 30 turns) =+10% mind pen=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +1% Dmg.mod +18% nature Res.pen +10% mind Melee Ret 4 nature ----- def ----- Resists +6% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
quick elm totem of stinging [power 104] (12 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Nighthunt [power 266] (15 cooldown) =T3 fodder=2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +12% arcane ----- def ----- Resists +6% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (294 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ondrskus the Dwarf Harbinger level 10
3rd Profit 122nd year of Ascendancy at 10:29 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ondrskus the Dwarf Harbinger level 20
27th Loss 122nd year of Ascendancy at 05:56 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ondrskus the Dwarf Harbinger level 6
18th Voratun 122nd year of Ascendancy at 09:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ondrskus the Dwarf Harbinger level 6
29th Voratun 122nd year of Ascendancy at 12:10 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ondrskus the Dwarf Harbinger level 16
35th Profit 122nd year of Ascendancy at 07:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ondrskus the Dwarf Harbinger level 15
33rd Profit 122nd year of Ascendancy at 09:28 see stats
Log
Space around you starts to dissolve...
Resting starts...
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Connection to online server lost, trying to reconnect.
The unstable sand tunnel collapses!
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
Connection to online server established.
You gain 19.12 gold from the transmogrification of pair of dwarven-steel boots 'Tundrabutcher' (10 def, 15 armour).
You gain 10.57 gold from the transmogrification of void walker's yew vilestaff of invocation (20-24 power, 4 apr, acid element).
You gain 7.11 gold from the transmogrification of surging yew magestaff of wizardry (20-24 power, 4 apr, arcane element).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.

































































