









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Yeek |
Class | Paradox Mage |
Level / Exp | 25 / 78% |
Size | small |
Lifes / Deaths | Killed by Aerena the skeleton warrior at level 9 on the 9th Mirth 122nd year of Ascendancy at 00:23 1 / 5Killed by Vindemiatrix at level 14 on the 21st Dusk 122nd year of Ascendancy at 14:13 Killed by Yveta the giant ice ant at level 18 on the 17th Haze 122nd year of Ascendancy at 03:58 Killed by Blood Master at level 23 on the 33rd Regrowth 123rd year of Ascendancy at 03:08 Killed by Urkis, the High Tempest at level 25 on the 68th Regrowth 123rd year of Ascendancy at 22:19 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 10 (base 12) |
Magic | 63 (base 39) |
Willpower | 80 (base 33) |
Cunning | 60 (base 43) |
Resources
Life | 352/352 |
Mana | 531/531 |
Paradox | 300 |
Healing Factor | 1.1500003099961 |
Regeneration | 2.5875006974912 |
Speed
Mental | -4.7517545453957E-12% |
Attack | -4.7517545453957E-12% |
Movement | +105.00051395533% |
Spell | -4.7517545453957E-12% |
Global | +112.58159546285% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 26 |
Accuracy | 7 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Cold | +55% |
All | 0% |
Lightning | +18% |
Light | +20% |
Temporal | +9% |
Mind | +29% |
Fire | +16% |
Nature | +5% |
Offense: Damage Penetration
Acid | +10% |
Arcane | +5% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 29.592963441271 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 7 |
Physical Save | 26 |
Spell Save | 39 |
Mental Save | 43 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 47%( 70%) |
Cold | + 70%( 70%) |
All | + 15%( 70%) |
Lightning | + 30%( 70%) |
Light | + 18%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 36%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 34% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Poison Resistance | 33% |
Stun Resistance | 54% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 280 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 120 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: 2.5 Infusion: HealingUse 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 instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Disintegration |
talent | Matter Weaving |
talent | Premonition |
talent | Energy Decomposition |
talent | Gravity Locus |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | The target is moving is 85% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
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 Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind Accuracy +5 (+5 eff.) defense ------ Defense +15 (+7 eff.) Physical save +3 (+2 eff.) other ------- Max stamina +30.00 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 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% temporal +24% mind +11% fire defense ------ Defense +1 (+0 eff.) Resistance +3% temporal +3% mind +16% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +18% acid +11% cold Ignore resists +5% arcane defense ------ Resistance +9% blight +22% cold +5% nature +3% acid Life Regen +2.00 Poison Resist +13% Disease Resist +12% Stun Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% light On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +11 (+5 eff.) Resistance +3% blight Life +20.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 147.53 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Mag +6 Wil offense ------ Damage +12% lightning Ignore resists +5% lightning defense ------ Armor +5 Defense +4 (+2 eff.) Resistance +18% lightning +3% light +6% blight +9% fire +15% all Physical save +22 (+11 eff.) other ------- Mana/turn +0.25 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +2 Wil +3 Con offense ------ Damage +3% acid +3% cold Ignore resists +10% acid When Hit 4 acid 4 cold defense ------ Defense +2 (+1 eff.) Resistance +16% temporal +16% darkness +6% cold Spell save +8 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +13% Out-of-Phase Resilience +16% other ------- Max mana +57.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Wil +3 Mag offense ------ Spell Crit +5% Mind Crit +3% Critical power +5.00% Spellpower +4 (+1 eff.) Mindpower +20 (+6 eff.) Damage +6% acid +5% fire +6% cold +6% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 27% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +13 (+4 eff.) other ------- Max stamina +15.00 Rings make your fingers look great! |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 119.90 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% light Ignore resists +15% lightning When Hit 4 lightning defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Light +2 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +6 Mag offense ------ When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +0.90 Max stamina +16.00 Light +3 Infravision +3 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. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +2 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Vindemiatrix the Yeek Paradox Mage level 21
44th Haze 122nd year of Ascendancy at 08:07 see stats
By Vindemiatrix the Yeek Paradox Mage level 19
34th Haze 122nd year of Ascendancy at 08:35 see stats
By Vindemiatrix the Yeek Paradox Mage level 10
1st Flare 122nd year of Ascendancy at 15:48 see stats
By Vindemiatrix the Yeek Paradox Mage level 20
34th Haze 122nd year of Ascendancy at 09:13 see stats
By Vindemiatrix the Yeek Paradox Mage level 24
64th Regrowth 123rd year of Ascendancy at 19:10 see stats
By Vindemiatrix the Yeek Paradox Mage level 18
23rd Haze 122nd year of Ascendancy at 20:41 see stats
Log
Vindemiatrix activates Gravity Locus.
Saving done.
Vindemiatrix activates Energy Decomposition.
Vindemiatrix regains balance.
Resting starts...
Talent Quickened is ready to use.
Talent Premonition is ready to use.
Talent Temporal Reprieve is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Vindemiatrix activates Premonition.
Vindemiatrix activates Disintegration.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Sold: opal for 8.00 gold.
Sold: Flashhunter the linen cloak (7 def, 0 armour) for 4.48 gold.
There is an exit to the worldmap here (press '' or right click to use).
There is a Shatur (Town) 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.