












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
Better Item Description 1.7.2This 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 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 14 / 77% |
Size | medium |
Lifes / Deaths | Killed by Porutira the crimson crystal at level 13 on the 26th Dusk 122nd year of Ascendancy at 09:22 4 / 1 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 58 (base 40) |
Constitution | 21 (base 10) |
Magic | 17 (base 10) |
Willpower | 17 (base 10) |
Cunning | 40 (base 29) |
Resources
Life | 545/545 |
Stamina | 126/126 |
Vim | 152/152 |
Healing Factor | 1.094804467222 |
Regeneration | 0.2737011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 30.359939435378 |
See Invisible | 33.359939435378 |
Offense: Mainhand
Damage | 69 |
Accuracy | 60 |
Crit Chance | 16% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Mind | +3% |
Nature | +3% |
Physical | +14% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Mind | +10% |
Arcane | +5% |
Fire | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 34.08934837382 (81.151787968034%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 31 |
Physical Save | 20 |
Spell Save | 20 |
Mental Save | 22 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 7%( 70%) |
Physical | + 20%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Darkness | + 7%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 10%( 70%) |
Fire | + 10%( 70%) |
Lightning | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Intuitive Shots |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 |
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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +1 Con dps ---------- Phys.crit +3.0% Dmg.mod +3% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Resists +3% darkness Die.at -60.00 life Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. 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 104% 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. A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Ego] Arcane/Nature Power 119% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +8 nature +6 cold Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Wil +2 Cun dps ---------- Dmg.mod +11% physical Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +11% physical ---------- misc Light +3 Infravis +3 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% mind Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +21% ---------- misc See.Invis +3 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 | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun ----- def ----- Armour +8 Resists +3% mind ---------- misc Hate/m.crit +1.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +10% cold Res.pen +10% mind ----- def ----- Resists +6% lightning +20% cold Max.HP +60.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 88% 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! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Res.pen +5% arcane ----- def ----- Resists +3% temporal +6% physical Spell.save +9 (+4 eff.) ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
In main hand | ![]() 4.0 T2 sling 1H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +4 Str +3 Dex +6 Mag +4 Wil +5 Cun +4 Con Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +6% lightning Res.pen +15% darkness ----- def ----- Max.HP +32.00 ---------- misc Light +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 118% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +10 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 20% ----- def ----- Armour +4 Fatigue +8% Resists +12% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% nature ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +6% fire +6% temporal Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Max.HP +41.00 A suit of armour made of metal plates. |
Inventory
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +6% mind ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +6% nature +3% light +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +5 Con dps ---------- Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Phys.save +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +3 Wil dps ---------- Spell.crit +2% Phys.pwr +6 (+3 eff.) Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid +3% fire Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag +1 Wil dps ---------- Res.pen +20% acid Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% temporal ---------- misc Infravis +1 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 269/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Screw The Ghouls the Thalore Archer level 11
9th Dusk 122nd year of Ascendancy at 19:54 see stats
By Screw The Ghouls the Thalore Archer level 10
1st Summertide 122nd year of Ascendancy at 03:41 see stats
Log
You gain 2.23 gold from the transmogrification of arcing iron waraxe of daylight (104% power, 2 apr).
You gain 12.35 gold from the transmogrification of Relgarig (109% power, 3 apr).
You gain 5.24 gold from the transmogrification of fungal steel steamgun of cold.
You gain 1.83 gold from the transmogrification of potent ash magestaff (117% power, 3 apr, cold element).
You gain 6.18 gold from the transmogrification of infernal ash magestaff (111% power, 3 apr, fire element).
You gain 2.55 gold from the transmogrification of earthen ash starstaff of might (111% power, 3 apr, temporal element).
You gain 2.69 gold from the transmogrification of cruel elm magestaff of might (100% power, 2 apr, lightning element).
You gain 2.88 gold from the transmogrification of ash starstaff of illumination (111% power, 3 apr, light element).
You gain 9.50 gold from the transmogrification of Earuzilalen the Icebore (111% power, 3 apr, arcane element).
You gain 0.90 gold from the transmogrification of fungal rough leather sling.
You gain 3.53 gold from the transmogrification of vined mindstar of frost (85% power, 18 apr, nature damage).
You gain 2.26 gold from the transmogrification of nature's vined mindstar of life (85% power, 18 apr, mind damage).
You gain 1.31 gold from the transmogrification of gifted vined mindstar of clarity (85% power, 18 apr, mind damage).
You gain 8.52 gold from the transmogrification of Hettygen the vined mindstar (81% power, 18 apr, nature damage).
You gain 2.70 gold from the transmogrification of steady elm longbow of cold.
You gain 3.15 gold from the transmogrification of thought-forged steel greatsword of massacre (138% power, 2 apr).
You gain 3.52 gold from the transmogrification of thought-forged iron greatsword of erosion (117% power, 1 apr).
You gain 7.34 gold from the transmogrification of Dourrune the iron greatsword (112% power, 1 apr).
You gain 2.13 gold from the transmogrification of slime-covered iron dagger of erosion (97% power, 5 apr).
You gain 2.85 gold from the transmogrification of balanced steel dagger of massacre (114% power, 6 apr).
You gain 1.05 gold from the transmogrification of teleportation rune of the titan (range 60; cd 12).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 20%; mental; dur 2; cd 13).
You gain 2.02 gold from the transmogrification of movement infusion of the psychic (speed 497%; cd 8).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
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.
Saving game...
Saving done.