











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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.
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 Embers 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:
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 | Normal Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 11 / 62% |
| Size | big |
| Lifes / Deaths | Killed by elven corruptor at level 11 on the 17th Haze 122nd year of Ascendancy at 13:09 / 1 |
Primary Stats
| Strength | 41 (base 26) |
| Dexterity | 14 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 43 (base 35) |
| Cunning | 13 (base 10) |
Resources
| Life | -68/384 |
| Stamina | 224/224 |
| Equilibrium | 28 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 5.7330127909276 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 24 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.151787968034%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 37 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 30%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 20%( 70%) |
| Mind | + 8%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 63 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 25% 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 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 37 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 Dexterity stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 |
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 | dreamer's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 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. |
| Tool | elm totem of thorny skin [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | 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! |
| Around neck | stabilizing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +25% Amulets make your neck look great! |
| In main hand | iron waraxe of dampening (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +7% acid +7% lightning +8% cold +8% fire +2% all Spell.save +5 (+2 eff.) One-handed war axes. |
| Around waist | rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | reinforced iron shield (0 def, 3 armour, 10-13 power, 46 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +46 While equipped: ----- def ----- Armour +3 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour of clarity (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% mind Mind.save +11 (+5 eff.) A suit of armour made of metal plates. |
Inventory
movement infusion of the psychic (speed 529%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 529% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
surging elm magestaff (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) S.pwr/crit +2 Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
balanced iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +22% Blunt and deadly. |
iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
arcing steel waraxe of massacre (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
arcing iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
flaming iron shield of cold resistance (+16%) (0 def, 2 armour, 9-11 power, 21.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 4 armour, 10-11 power, 47 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +47 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
icy steel shield of lightning resistance (+17%) (0 def, 4 armour, 11-13 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: dps ---------- Melee+ 9 cold Melee Ret 3 ice ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
rough leather cap 'Relgukath' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% blight Res.pen +10% temporal Phasing +10% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +1.00 A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
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. |
3 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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Wyr the Thalore Wyrmic level 10
14th Haze 122nd year of Ascendancy at 06:12 see stats
Log
Wyr hits Elven corruptor for (73 to bones), 0 cold, 15 light, 33 cold, 23 light (71 total damage).
Elven corruptor casts Blood Spray.
Elven corruptor hits Wyr for 114 blight damage.
Wyr uses Wing Buffet.
Elven corruptor is knocked back!
Elven corruptor is knocked back!
Wyr hits Elven corruptor for 52 physical, 15 light, 33 physical, 23 light (123 total damage).
Elven corruptor casts Blood Grasp.
Elven corruptor's Blood Grasp hits Wyr for 87 blight damage.
Elven corruptor receives 18 healing from Elven corruptor's Blood Grasp.
Wyr uses Lightning Speed.
Wyr turns into pure lightning!
Elven corruptor casts Drain.
Elven corruptor hits Wyr for 137 blight damage.
Wyr picks up (l.): insulating rough leather cap of strength (+3) (0 def, 1 armour).
Wyr uses Block.
Wyr is back to normal.
Elven corruptor casts Timeless.
Elven corruptor casts Blood Grasp.
Elven corruptor's Blood Grasp hits Wyr for (46 blocked), 56 blight (56 total damage).
Elven corruptor receives 12 healing from Elven corruptor's Blood Grasp.
Elven corruptor casts Blood Spray.
Elven corruptor hits Wyr for 114 blight damage.
Wyr the level 11 thalore wyrmic was fouled to death by an elven corruptor on level 1 of Rhaloren Camp.

















































































