












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 23 / 3% |
Size | medium |
Lifes / Deaths | Killed by carrion worm mass at level 17 on the 32nd Dearth 122nd year of Ascendancy at 11:25 / 1 |
Primary Stats
Strength | 33 (base 16) |
Dexterity | 13 (base 10) |
Constitution | 21 (base 10) |
Magic | 58 (base 53) |
Willpower | 50 (base 42) |
Cunning | 18 (base 10) |
Resources
Life | 711/711 |
Mana | 402/407 |
Equilibrium | 45 |
Healing Factor | 1.194804467222 |
Regeneration | 2.6883100512495 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 20.155423598945 |
See Invisible | 20.155423598945 |
Offense: Mainhand
Damage | 53 |
Accuracy | 33 |
Crit Chance | 9% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 33 |
Crit Chance | 8% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +13% |
Lightning | +21% |
Physical | +16% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Light | +10% |
Physical | +10% |
Arcane | +20% |
Cold | +5% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 77.413408721348 (65.897138898113%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 36 |
Physical Save | 38 |
Spell Save | 48 |
Mental Save | 42 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 12%( 70%) |
Physical | + 11%( 70%) |
Cold | + 41%( 70%) |
All | 0%( 70%) |
Lightning | + 21%( 70%) |
Light | + 44%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 6%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -516 life. The duration and life will increase by 1% for every 1% life you have lost (currently 516 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Vines |
talent | Eldritch Infusion |
talent | Shards |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Atom. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. * You've found the needed warg claw. | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +8 Fatigue +3% Resists +6% acid Die.at -80.00 life Max.HP +60.00 Cut- +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Apr +5 ----- def ----- Armour +9 Defense +15 (+7 eff.) Fatigue +3% Resists +3% nature A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% acid Acc +15 (+7 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +6% mind Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% physical Res.pen +10% physical Acc +11 (+5 eff.) Apr +13 ----- def ----- Armour +4 Defense +9 (+4 eff.) Die.at -60.00 life Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Cun +5 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.12 Max.mana +25.00 Amulets make your neck look great! |
In main hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 physical While equipped: Stats +1 Wil dps ---------- Res.pen +10% light Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +8% Resists +21% lightning +11% physical +12% blight +11% nature +6% mind Shield.near.proj +17 Proj.slow +12% ---------- misc Light +1 Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% fire +20% arcane +5% cold ----- def ----- Resists +9% cold +6% fire +7% darkness +8% light A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 28.5 - 39.9 Physical Uses 150% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% fire +3% light Res.pen +15% lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% light +12% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% lightning ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +20% acid +5% cold Melee Ret 2 cold ----- def ----- Max.HP +24.00 Disarm- +20% Pinning- +24% Knockbk- +20% ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Silence- +20% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Con +2 Mag dps ---------- Melee+ 13 light Ranged+ 11 light Dmg.mod +11% light ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 Melee+ +10 light +10 darkness While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +11% light +10% darkness ----- def ----- Armour +2 Fatigue +8% Resists +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- Melee+ 12 cold Melee Ret 2 ice ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +3% nature +9% cold Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Max.HP +34.00 ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Mag +1 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +7 Fatigue +2% Phys.save +3 (+2 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +21% 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 191 physical damage Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Atom the Dwarf Stone Warden level 14
5th Wealth 122nd year of Ascendancy at 23:24 see stats
By Atom the Dwarf Stone Warden level 19
37th Dearth 122nd year of Ascendancy at 05:54 see stats
By Atom the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 19:28 see stats
By Atom the Dwarf Stone Warden level 20
38th Dearth 122nd year of Ascendancy at 11:16 see stats
By Atom the Dwarf Stone Warden level 22
12nd Shortage 122nd year of Ascendancy at 13:19 see stats
By Atom the Dwarf Stone Warden level 22
4th Iron 123rd year of Ascendancy at 23:02 see stats
By Atom the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 16:59 see stats
By Atom the Dwarf Stone Warden level 17
32nd Dearth 122nd year of Ascendancy at 11:23 see stats
By Atom the Dwarf Stone Warden level 10
31st Voratun 122nd year of Ascendancy at 19:28 see stats
By Atom the Dwarf Stone Warden level 22
6th Iron 123rd year of Ascendancy at 15:33 see stats
By Atom the Dwarf Stone Warden level 11
9th Profit 122nd year of Ascendancy at 09:31 see stats
By Atom the Dwarf Stone Warden level 18
33rd Dearth 122nd year of Ascendancy at 15:20 see stats
By Atom the Dwarf Stone Warden level 17
32nd Dearth 122nd year of Ascendancy at 11:25 see stats
Log
Talent Block is ready to use.
Talent Resilience of the Dwarves is ready to use.
Bought: regeneration infusion of the psychic (heal 227; 13 cd) for 34.30 gold.
You have no more inscription slots.
You are now inscribed with Infusion: Regeneration.
You have no more inscription slots.
You are now inscribed with Infusion: Movement.
Resting starts...
Rested for 7 turns (stop reason: all resources and life at maximum).
Talent Infusion: Movement is ready to use.
Talent Infusion: Regeneration is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
There is a Derth (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.
Atom deactivates Shards.
Atom activates Shards.
Atom deactivates Stone Vines.
Atom activates Stone Vines.
Atom deactivates Eldritch Infusion.
Atom activates Eldritch Infusion.
Saving game...
Saving done.