










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.0Combines 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: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Embers of Rage 1.7.0Official 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:
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 Ashes of Urh'Rok 1.7.0Official 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:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Arcanum Class Pack 1.7.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. 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 1.7.0Official 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 | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Enchanter |
| Level / Exp | 10 / 29% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 41 (base 19) |
| Dexterity | 38 (base 10) |
| Constitution | 24 (base 23) |
| Magic | 40 (base 34) |
| Willpower | 21 (base 21) |
| Cunning | 14 (base 10) |
Resources
| Life | 292/292 |
| Mana | 188/188 |
| Stamina | 164/164 |
| Healing Factor | 1.2172674059366 |
| Regeneration | 5.1733864752307 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 33 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 0.95 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Lightning | +14% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 40.2 (96.438666929426%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 30 |
| Physical Save | 24 |
| Spell Save | 33 |
| Mental Save | 19 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Light | + 31%( 70%) |
| Nature | + 10%( 70%) |
| Mind | + 11%( 70%) |
| Arcane | + 7%( 70%) |
| Fire | + 17%( 70%) |
| All | + 1%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (82 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Class Talents
| Spell / Inanimation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Advanced martial enchantments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Morph | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Disenchantment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Ordered hedgemagic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Arcane enchantments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Martial enchantments | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Mana alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Force | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Fiery Hands |
| talent | Shock Hands |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
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 gained talent category Cunning / Scoundrel (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. 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of rough leather boots of tirelessness (2 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/MasterEnchantment: Light Armour While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Spell.save +1 (+1 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +0% 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 | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | sneakthief's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +11% lightning Acc +5 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| On fingers | savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around neck | clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
| In main hand | Bethyleba (118% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane/MasterEnchantment: Weapon Power 118% Range: 1.4x Uses 5% Mag, 100% Str Dmg Physical Mastery Enchant Weapon Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +2 Crit +3.5% Atk.spd 105% Melee+ +5 light While equipped: Stats +1 Con ----- def ----- Resists +3% nature Die.at -40.00 life HP.reg +4.00 One-handed war axes. |
| Around waist | Nerurawe the Carrionsting1.0 T1 belt armor [Rare] Arcane/MasterEnchantment: Light Armour While equipped: Stats +1 Mag dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +10% lightning Melee Ret 2 nature ----- def ----- Defense +2 (+1 eff.) Resists +6% nature Spell.save +7 (+4 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
| In off hand | reinforced iron shield of fire resistance (+16%) (0 def, 4 armour, 42 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Arcane/MasterEnchantment: Weapon Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | impenetrable iron plate armour of spell shielding (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Fatigue +18% Resists +6% arcane +1% all Spell.save +11 (+6 eff.) A suit of armour made of metal plates. |
Inventory
psionicist's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +4 Resists +20% acid Rings make your fingers look great! |
Whirlwind (100% power, 1 apr)3.0 T1 battleaxe 2H weapon [Unique] Arcane/NatureEnchantment: Weapon Power 100% Range: 1.5x Uses 120% Str Dmg Physical Mastery Enchant Weapon Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +1 Crit +5.0% Atk.spd 200% Melee+ +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
Samuhad the quiver of ash arrows (19/45, 117% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 117% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 45 Phasing +10% Ranged+ +4 blight +9 temporal On Hit.r1 +8 fire On Hit: * 8% chance to gain 10% of a turn (3/turn limit) While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/MasterEnchantment: Light Armour While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Helm of the Slow (0 def, 8 armour)3.0 T1 head armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Mov.spd -10% ----- def ----- Armour +8 Fatigue +4% Resists +10% temporal +10% physical Pinning- +20% Why anyone would want to make a helm look like a snail is beyond you. |
5 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
6 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
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 252/400 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. |
Arurin the Cureclash [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +9% lightning +3% temporal Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks 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
Got a character to level 10.By Risumi the Skeleton Enchanter level 10
1st Summertide 122nd year of Ascendancy at 22:29 see stats
Log
There is nowhere left to explore.
Space around you starts to dissolve...
--------------------------------
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
--------------------------------
You gain 5.25 gold from the transmogrification of overpowered iron torque of gale force [power 145] (20 cooldown).
You gain 0.10 gold from the transmogrification of rough leather cap (0 def, 1 armour).
You gain 5.59 gold from the transmogrification of Shademinister the rough leather cap (0 def, 1 armour).
You gain 0.39 gold from the transmogrification of rough leather belt of transcendence.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 3.38 gold from the transmogrification of focusing linen robe of the mountain (+7%) (0 def, 0 armour).
You gain 0.10 gold from the transmogrification of quiver of elm arrows (21/21, 107% power, 5 apr).
You gain 2.90 gold from the transmogrification of earthen elm magestaff of warding (100% power, 2 apr, arcane element).
There is a Ruins of Kor'Pul 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.
--------------------------------
Today is the 3rd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
There is a A path into the Old Forest here (press '' or right click to use).
Ran for 7 turns (stop reason: interesting terrain).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).











































