












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Ashes of Urh'Rok 1.6.7Official 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:
Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.6.7Official 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:
Showing Items Tier in Inventory 1.6.0This 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 Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Items Vault 1.6.0Donators/Buyers bonus! High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Better Item Description 1.6.6This 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 Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Class: Astromancer 1.6.0A 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 Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Dreamasaur 1.0.1Adds the Dreamasaur race, a dinosaur dreaming of a strange fantasy world. Consumes dreams to gain new abilities. This mod is mainly for personal use. No attempt has been made to achieve balance. If an @ symbol appears behind the character tile, you can download this: Put it in your custom tiles directory (win10 default: C:\Users\YourUserName\T-Engine\4.0\tome\data\gfx\custom-tiles) and select it at character creation. It is literally the exact same file but for some reason it works from the custom directory and not from the actual addon folder I guess. Forbidden Cults 1.6.7Official 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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 12 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by brecklorn at level 6 on the 19th Voratun 122nd year of Ascendancy at 22:04 1 / 3Killed by Emybretta the rogue at level 11 on the 6th Profit 122nd year of Ascendancy at 03:21 Killed by thief at level 11 on the 7th Profit 122nd year of Ascendancy at 09:44 |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 8 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 27 (base 24) |
| Willpower | 40 (base 37) |
| Cunning | 10 (base 10) |
Resources
| Life | 407/407 |
| Mana | 301/316 |
| Equilibrium | 15 |
| Healing Factor | 1.1883447082923 |
| Regeneration | 1.4854308853654 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 30 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 30 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Lightning | +3% |
Offense: Damage Penetration
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 40.413408721348 (81.666666666667%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 27 |
| Physical Save | 20 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Lightning | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Cold | + 20%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.50 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Meditation |
| talent | Chant of Fortress |
| talent | Shards |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 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 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 |
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, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 |
Equipment
| On feet | pair of iron boots of speed (0 def, 3 armour)3.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Salyldakira the Frostsaw2.0 Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Changes stats: +1 Str Changes resistances penetration: +20% cold Only die when reaching: -40.00 life Maximum life: +40.00 Maximum stamina: +10.00 Light radius: +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 | Helm of the Slow (0 def, 8 armour)3.0 [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal +10% physical Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
| On hands | Blizzardcutter the rough leather gloves (0 def, 1 armour)1.0 Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +6% lightning +3% cold Changes damage: +3% lightning Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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. |
| On fingers | Corrosion0.1 [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 4.32 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| Around neck | restful copper amulet0.1 Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets can have magical properties. |
| In main hand | reinforced iron shield of fire resistance (+15%) (0 def, 4 armour, 8-9.6 power, 40 block)7.0 Type: armor / shield ; tier 1 When used to attack (with talents): Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +40 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
| Around waist | insulating rough leather belt1.0 Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire +7% cold A belt that goes around your waist. |
| In off hand | reinforced iron shield (0 def, 4 armour, 8-9.6 power, 39 block)7.0 Type: armor / shield ; tier 1 When used to attack (with talents): Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +39 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of battle (1 def, 6 armour)2.0 Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour of resilience (2 def, 4 armour)14.0 Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Maximum life: +21.00 A suit of armour made of mail. |
Inventory
movement infusion of the titan (speed 476%; cd 17)0.1 Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Relgugar the Shivermalice (0 def, 3 armour)3.0 Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 cold Changes stats: +2 Str +2 Wil +2 Con Changes resistances penetration: +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating rough leather armour of fire resistance (3 def, 2 armour)9.0 Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +15% fire Life regen: +2.10 Stamina each turn: +0.50 A suit of armour made of leather. |
agate0.0 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. |
2 spinel0.0 Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
bright brass lantern2.0 Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 [Plot Item] Type: charm / rod Recall the user to the worldmap after 40 turns. Uses 202 power out of 257/400 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. |
Transmogrification Chest2.0 [Plot Item] Type: chest / sher'tul When 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. |
5 ametrine0.0 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. |
citrine0.0 Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Shield bro the Dwarf Stone Warden level 10
5th Profit 122nd year of Ascendancy at 04:14 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Shield bro the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 00:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Shield bro the Dwarf Stone Warden level 8
3rd Acquisition 122nd year of Ascendancy at 15:41 see stats
Log
You gain 0.10 gold from the transmogrification of rough leather cap (0 def, 1 armour).
You gain 1.14 gold from the transmogrification of miner's iron helm of strength (+2) (0 def, 5 armour).
You gain 2.65 gold from the transmogrification of iron helm of might (0 def, 3 armour).
You gain 0.99 gold from the transmogrification of insulating iron helm of strength (+2) (0 def, 3 armour).
You gain 4.40 gold from the transmogrification of pair of rough leather boots of speed (0 def, 1 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 1.75 gold from the transmogrification of iron waraxe of phasing (10-14 power, 10 apr).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (2.5-2.75 power, 12 apr, mind damage).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (2-2.2 power, 12 apr, mind damage).
You gain 3.50 gold from the transmogrification of Bill's Tree Trunk (30-51 power, 7 apr).
You gain 1.21 gold from the transmogrification of acid wave rune (damage 23; dur 4; cd 20).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 16%; mental; dur 4; cd 15).
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.
Saving game...
Resting starts...
Rested for 16 turns (stop reason: all resources and life at maximum).
Saving done.
Shield bro deactivates Chant of Fortress.
Shield bro activates Chant of Fortress.
Shield bro interrupts his meditation.
Shield bro meditates on nature.
Shield bro deactivates Shards.
Shield bro activates Shards.
Shield bro interrupts his meditation.
Shield bro deactivates Shards.
Shield bro deactivates Chant of Fortress.


































































