












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Ashes of Urh'Rok 1.7.4Official 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:
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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official 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 | Madness Adventure |
Sex | Male |
Race | Dwarf |
Class | Reaver |
Level / Exp | 6 / 87% |
Size | medium |
Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
Strength | 34 (base 22) |
Dexterity | 12 (base 12) |
Constitution | 17 (base 13) |
Magic | 31 (base 24) |
Willpower | 14 (base 11) |
Cunning | 13 (base 10) |
Resources
Life | 338/338 |
Vim | 33/134 |
Healing Factor | 1.062941519274 |
Regeneration | 0.26573537981849 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 48 |
Accuracy | 30 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 30 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +18% |
Defense: Base
Armour (hardiness) | 14.317011280365 (72.903125182002%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 12 |
Physical Save | 26 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
Blight | + 10%( 70%) |
Light | + 3%( 70%) |
Fire | + 21%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 18% 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: 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
Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Ruin |
Quests
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. | active |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+2 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +7 (+4 eff.) other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Con +7 Mag offense ------ When Hit 2 fire defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Spell save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +5 Str +2 Dex +3 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) other ------- Cooldown Double Strike -1 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. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ When Hit 10 darkness 6 mind defense ------ Resistance +3% light Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% blight defense ------ Resistance +10% blight Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+2 eff.) defense ------ Mind save +5 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 16 Sharp, long, and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature/Master While equipped: defense ------ Defense +6 (+6 eff.) Physical save +10 (+5 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life 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 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
Inventory
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+3 eff.) Damage +13% blight +6% fire Ignore resists +5% mind +15% temporal defense ------ Resistance +6% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% acid defense ------ Armor +2 Hardiness +2% Resistance +3% lightning +9% temporal Physical save +3 (+1 eff.) Healmod +5% Teleport Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +10% light defense ------ Defense +6 (+6 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 53.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Normal] Weapon Damage 17.0 - 25.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
![]() 7.0 Encumbrance T1 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +10% nature +5% acid On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Armor +4 Fatigue +8% Resistance +3% acid other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +7% all +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% cold +11% light +11% darkness A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal +6% light +3% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+6 eff.) defense ------ Armor +1 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. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% nature +9% acid Ignore resists +5% acid +15% nature defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +12.00 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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) other ------- Infravision +3 See Stealth +9 See Invisibility +5 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 25% and attempts to push all creatures other than yourself out of its radius, inflicting 4.99 light damage and 4.99 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun offense ------ Accuracy +3 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 246 Base Damage: 130 Armor: 0 All Resist: 1 Puts all charms on 31 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Mekal the Dwarf Reaver level 6
19th Voratun 122nd year of Ascendancy at 14:17 see stats
Log
Talent Soul Rot is ready to use.
Acid Splash from Grannor'vor hits Mekal for 6 acid damage.
Mekal picks up (i.): Glintguile the rough leather belt.
Resting starts...
Mekal is free from the acid.
Talent Virulent Disease is ready to use.
Talent Virulent Strike is ready to use.
Mekal's skin returns to normal.
Talent Infusion: Wild is ready to use.
Talent Curse of Defenselessness is ready to use.
Mekal no longer has a cursed wound.
Talent Resilience of the Dwarves is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: didn't move).
You don't see how to get there...
Ran for 4 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Mekal picks up (c.): cruel elm starstaff of illumination (10-12 power, 2 apr, light element).
Mekal picks up (e.): iron greatmaul (17-26 power, 1 apr).
Mekal picks up (m.): rough leather gloves of dexterity (+2) (0 def, 1 armour).