









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.5.0Combines 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: Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Shadowblade |
| Level / Exp | 10 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 10 on the 5th Profit 122nd year of Ascendancy at 10:19 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 36 (base 25) |
| Constitution | 11 (base 10) |
| Magic | 20 (base 18) |
| Willpower | 9 (base 10) |
| Cunning | 30 (base 26) |
Resources
| Life | -1/270 |
| Mana | 124/149 |
| Stamina | 64/64 |
| Healing Factor | 1.1082872928177 |
| Regeneration | 28.516232044199 |
Speed
| Mental | +3.0165363095713% |
| Attack | 0% |
| Movement | 0% |
| Spell | +3.0165363095713% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 19 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 19 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 7% |
| Speed | 0.97071794085072 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +4% |
| Lightning | +14% |
| Fire | +6% |
| Light | +10% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +15% |
| Fire | +10% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 12 (47.820069204152%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 10 |
| Mental Save | 13 |
Defense: Resistances
| Lightning | + 22%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 11%( 70%) |
| Cold | + 5%( 70%) |
| Physical | + 15%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 21% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 127 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 425% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| beneficial effect | The time distortion has created a restoration field, healing the target for 18 each turn. Temporal Restoration Field |
| beneficial effect | A flow of life spins around the target, regenerating 25.48 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 24% chance to deflect up to 9 damage from the next 1.3 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (48 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. miner's rough leather cap of dexterity (+3) (0 def, 3 armour) (On head)]miner's rough leather cap of dexterity (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +1% (-) Changes stats: +3(-) Dex Infravision radius: +2 (-) A cap made of leather. |
| Tool | [vs. elm wand of clairvoyance [power 9] (6 cooldown) (Tool)]elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. Xeradatira the Shockveil (On fingers, 1 of 2)]Xeradatira the Shockveil Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Changes resistances penetration: +15%(-) lightning / +5%(-) mind Changes damage: +3%(-) lightning Disarm immunity: +20% (-) Pinning immunity: +23% (-) Knockback immunity: +20% (-) Maximum life: +21.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Xeradatira the Shockveil (On fingers, 1 of 2)]marksman's copper ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Damage (Melee): 0(-30) item lightning daze Changes stats: +3 Dex Changes resistances: +22% lightning Changes resistances penetration: +0%(-15%) lightning / +0%(-5%) mind Changes damage: +11%(+8%) lightning Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. clarifying copper amulet of cunning (+3) (Around neck)]clarifying copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Cun Changes resistances: +11%(-) mind Confusion immunity: +21% (-) Amulets can have magical properties. |
| In main hand | [vs. iron dagger of erosion (9-11.7 power, 5 apr) (In main hand, 1 of 2)]iron dagger of erosion (9-11.7 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +4(-) nature / +6(-) temporal Sharp, short and deadly. Tap to cycle through comparison choices |
| On hands | [vs. rough leather gloves 'Silirin' (0 def, 1 armour) (On hands)]rough leather gloves 'Silirin' (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6(-) cold Changes resistances: +5%(-) cold Changes damage: +4%(-) cold Physical save: +9 (+9 eff.) (-) Stamina each turn: +0.60 (-) Maximum life: +10.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | [vs. iron dagger of erosion (9-11.7 power, 5 apr) (In main hand, 1 of 2)]iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+1.0 - +1.3) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-4) nature / +0(-6) temporal Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak 'Torchvengeance' (1 def, 0 armour) (Cloak)]linen cloak 'Torchvengeance' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Armour penetration: +3 (-) Defense: +1 (+1 eff.) (-) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item acid corrode Changes stats: +1(-) Cun / +2(-) Dex Changes resistances: +6%(-) fire Changes resistances penetration: +5%(-) acid / +10%(-) fire Changes damage: +6%(-) fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Spinal Cage (5 def, 8 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +5 (+3 eff.) (-) Fatigue: +3% (-) Changes stats: +2(-) Dex Changes resistances: +15%(-) physical It can be used to activate talent Bone Grab (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 28.43 physical damage, inflicting bleeding for another 14.21 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Inventory
Rune of Reflection (absorb and reflect 200 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 200 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
[vs. Xeradatira the Shockveil (On fingers, 1 of 2)]Kindlebutcher Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 30% chance to blind Damage (Melee): 0(-30) item lightning daze Changes resistances: +22% fire / +3% cold Changes resistances penetration: +0%(-15%) lightning / +0%(-5%) mind Changes damage: +0%(-3%) lightning / +11% fire Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Light radius: +1 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. linen cloak 'Torchvengeance' (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Cyrevea (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Armour penetration: +0 (-3) Defense: +1 (+1 eff.) (-) Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-30) item acid corrode Changes stats: +0(-1) Cun / +0(-2) Dex Changes resistances: +12% acid / +9% blight / +0%(-6%) fire / +6% nature / +6% lightning Changes resistances penetration: +0%(-5%) acid / +0%(-10%) fire Changes damage: +0%(-6%) fire Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. rough leather gloves 'Silirin' (0 def, 1 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (+1) Damage (Melee): 0(-6) cold Changes stats: +2 Cun / +3 Wil Changes resistances: +0%(-5%) cold / +10% fire Changes damage: +0%(-4%) cold / +5% fire Physical save: +0 (+0 eff.) (-9 (-9 eff.)) Stamina each turn: +0.00 (-0.60) Maximum life: +0.00 (-10.00) Mindpower: +2 (+2 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 27.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. rough leather gloves 'Silirin' (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Arthykan (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 (+6) Fatigue: -4% Damage (Melee): 0(-6) cold / 6 physical Changes stats: +2 Str / +1 Dex / +3 Cun Changes resistances: +0%(-5%) cold Changes damage: +0%(-4%) cold / +3% physical Physical save: +0 (+0 eff.) (-9 (-9 eff.)) Stamina each turn: +0.00 (-0.60) Maximum life: +0.00 (-10.00) See invisible: +9 Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. miner's rough leather cap of dexterity (+3) (0 def, 3 armour) (On head)]Spidersteel the rough leather cap (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-) Effects on melee hit: * Slows global speed by 15% Changes stats: +2(-1) Dex / +3 Cun / +2 Con Changes resistances: +5% nature / +6% blight Infravision radius: +0 (-2) A cap made of leather. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. elm wand of clairvoyance [power 9] (6 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Loke the Drem Shadowblade level 10
1st Profit 122nd year of Ascendancy at 05:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Loke the Drem Shadowblade level 8
30th Voratun 122nd year of Ascendancy at 12:54 see stats
Log
Gloomy giant grey rat uses Spit Poison.
Loke shrugs off the effect 'Poison'!
Gloomy giant grey rat hits Loke for 16 nature damage.
Loke hits Gloomy giant grey rat for 35 physical damage.
Loke killed Gloomy giant grey rat!
Resting starts...
Rested for 40 turns (stop reason: all resources and life at maximum).
Shadow casts Blindside.
Shadow hits Loke for 61 physical damage.
Shadow casts Blindside.
Shadow casts Blindside.
Shadow casts Blindside.
Shadow hits Loke for 64 physical damage.
Shadow hits Loke for 61 physical damage.
Shadow hits Loke for 58 physical damage.
Loke casts Time Shield.
The very fabric of time alters around Loke.
Loke uses Infusion: Regeneration.
Loke starts regenerating health quickly.
Shadow casts Shadow Flames.
Shadow casts Shadow Lightning.
Your time shield crumbles under the damage!
The fabric of time around Loke stabilizes to normal.
The powerful time-altering energies generate a restoration field on Loke.
Saving game...


















































































