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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Store Wish List 1.3.0Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 10 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by halfling guard at level 10 on the 9th Flare 122nd year of Ascendancy at 23:33 3 / 2Killed by Buzz at level 10 on the 9th Flare 122nd year of Ascendancy at 23:40 |
Primary Stats
| Strength | 40 (base 33) |
| Dexterity | 18 (base 10) |
| Constitution | 33 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 35 (base 25) |
Resources
| Life | 422/422 |
| Steam | 100/100 |
| Healing Factor | 1.3899507389163 |
| Regeneration | 3.4053793103449 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 40 |
| Crit Chance | 28% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 40 |
| Crit Chance | 26% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Acid | +6% |
| Lightning | +6% |
| Physical | +4% |
| Mind | +3% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +8% |
| Mind | +5% |
| Arcane | +10% |
| Fire | +5% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.030927835052%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 43 |
| Physical Save | 22 |
| Spell Save | 16 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Mind | + 3%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.9 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| 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 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 precision. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bear paw. You'd think I could get one of these from a local hunter, but they've had no luck. Don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
Equipment
| On feet | undeterred pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Fatigue +1% Silence- +21% Confus- +20% Stun/Frz- +21% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Eilinilerin'2.0 T1 lite [Rare] Master While equipped: Stats +5 Dex +1 Cun +3 Con ---------- misc Light +7 Telepathy Demon/Minor Demon/Major 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 | hardened leather hat of constitution (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +3 Fatigue +3% A hat made of leather. Very stylish. |
| On hands | sand iron gauntlets of strength (+3) (0 def, 6 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Furnacewoe [power 2] (10 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% Res.pen +5% fire ---------- misc Equi/ret +0.12 Hate/m.crit +1.00 Max.psi +10.00 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +9 (+3 eff.) Apr +11 ----- def ----- Defense +16 (+8 eff.) 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 77% 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 can have magical properties. |
| Around neck | steel amulet 'Xerarialaith'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind Res.pen +10% arcane +5% mind ----- def ----- Fatigue -5% Resists +3% mind HP.reg +0.40 Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.50 Masteries +0.10 Cunning/Survival +0.10 Steamtech/Battle machinery Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 158 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Skypeal (41.5-62.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +112 On Hit.r1 +18 fire Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Phys.crit +15.0% Crit.mult +20.00% Dmg.mod +9% nature +6% lightning Res.pen +10% lightning Apr +11 On Hit (Melee): * 30% chance to daze at end of turn On Melee Ret: * 16% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +14% acid +3% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | cleansing rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +7% blight Max.HP +33.00 A belt that goes around your waist. |
| In off hand | chilling dwarven-steel steamsaw of massacre (29-43.5 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 29.0 - 43.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Melee+ +14 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Demonrigor the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +5% darkness +6% acid Res.pen +8% darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness Spell.save +8 (+6 eff.) Mind.save +8 (+4 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour of Eyal (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Max.HP +52.00 HP.reg +1.80 Heal.mod +10% A suit of armour made of metal plates. |
Inventory
wild infusion of the duelist (resist 17%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel mace 'Getugrim' (14.5-20.3 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str +1 Cun +2 Con dps ---------- Dmg.mod +3% blight Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Fatigue -8% Disarm- +23% ---------- misc Mana/turn +0.12 Light +2 Blunt and deadly. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +3% Silence- +25% Confus- +25% Stun/Frz- +32% A pair of boots made of leather. |
sand hardened leather gloves of magic (+5) (0 def, 9 armour)1.0 T3 hands armor [Ego] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Melee+ 8 physical Dmg.mod +6% arcane +5% physical ----- def ----- Armour +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spiked reinforced leather armour of delving (4 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Str dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +12% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
42 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 122] simple healing salve [power 122]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 122 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
warded yew wand of clairvoyance [power 11] (6 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +2 temporal +2 blight +2 fire +2 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 36 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cindervein the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +17 Wil +7 Mag dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +6% blight Res.pen +15% blight Melee Ret 20 fire ----- def ----- Resists +12% blight Mind.save +20 (+10 eff.) Silence- +35% ---------- misc Mana/turn +0.31 Rings can have magical properties. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Buzz the Cornac Sawbutcher level 9
2nd Mirth 122nd year of Ascendancy at 21:35 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Buzz the Cornac Sawbutcher level 10
9th Mirth 122nd year of Ascendancy at 23:14 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Buzz the Cornac Sawbutcher level 10
10th Mirth 122nd year of Ascendancy at 04:21 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Buzz the Cornac Sawbutcher level 10
3rd Flare 122nd year of Ascendancy at 10:41 see stats
Log
Buzz is poisoned!
Halfling guard's Shoot hits Buzz for 6 physical, 10 nature, 2 nature (18 total damage).
Halfling guard shoots!
Buzz deflects the projectile from Halfling guard but fumbles!
Insidious Poison from Halfling guard hits Buzz for 2 nature damage.
Halfling guard's Shoot hits Buzz for 6 physical, 10 nature, 2 nature (18 total damage).
Human citizen misses Buzz.
Insidious Poison from Halfling guard hits Human citizen for 3 nature damage.
Human citizen hits Buzz for 2 physical damage.
Insidious Poison from Halfling guard hits Buzz for 2 nature damage.
Human citizen misses Buzz.
Insidious Poison from Halfling guard hits Human citizen for 3 nature damage.
Human citizen hits Buzz for 2 physical damage.
Halfling guard shoots!
Halfling guard's Shoot hits Buzz for 6 physical, 10 nature (15 total damage).
Buzz the level 10 cornac sawbutcher was treehugged to death by a halfling guard on level 1 of Last Hope.
You have 3 life(s) left.
Buzz deactivates Tempest of Metal.
Buzz deactivates Grinding Shield.
Buzz deactivates Overheat Saws.
Buzz is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Halfling guard's Shoot killed Buzz!
Saving done.
Saving game...

































































