











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Items Vault 1.7.6Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 10 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
4 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow & Road to Derth].
New Bosses:There are 10 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats 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.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require 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.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 15 / 30% |
| Size | big |
| Lifes / Deaths | Killed by Glorevea the copperhead snake at level 5 on the 77th Pyre 122nd year of Ascendancy at 19:00 0 / 5Killed by The Shade at level 6 on the 79th Pyre 122nd year of Ascendancy at 07:35 Killed by Isalerin the minotaur at level 8 on the 1st Dusk 122nd year of Ascendancy at 22:56 Killed by snow giant boulder thrower at level 13 on the 36th Dusk 122nd year of Ascendancy at 17:08 Killed by Blood Master at level 14 on the 3rd Haze 122nd year of Ascendancy at 21:43 |
Primary Stats
| Strength | 22 (base 15) |
| Dexterity | 14 (base 10) |
| Constitution | 32 (base 30) |
| Magic | 50 (base 34) |
| Willpower | 33 (base 18) |
| Cunning | 16 (base 10) |
Resources
| Life | 717/717 |
| Mana | 133/133 |
| Vim | 156/156 |
| Healing Factor | 1.1724420161894 |
| Regeneration | 11.869099535026 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 23 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +10% |
| Cold | +19% |
| All | 0% |
| Lightning | +10% |
| Light | +12% |
| Mind | +10% |
| Fire | +23% |
| Nature | +9% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 3 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 28%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 9%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 30%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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 157 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 164 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (89 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 4 Cooldown: 15 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 91 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Poison alchemy | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Golemancy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Spell / Mana alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Ice Core |
| talent | Poison Infusion |
| talent | Mutation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Ivyda the pair of rough leather boots (15 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Res.pen +15% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Defense +15 (+7 eff.) Resists +1% physical Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | 18 alchemist amethyst0.0 T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
| On head | Infernowill the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire +9% cold Melee Ret 6 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | steel torque of mindblast [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 176 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Armygorn0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +10% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% mind Spell.save +9 (+4 eff.) ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
| On fingers | Corrosion0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +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 11.95 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 waist | Ce'Neldarin1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light Spell.save +3 (+2 eff.) HP.reg +4.00 ---------- misc Max.enc +21 Light +1 A belt that goes around your waist. |
| In main hand | Apprentice Staff (10-12 power, 0 apr, arcane element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 136.35 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Duruldil the Noonstoker (6 def, 6 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +6 Wil +6 Cun +2 Con dps ---------- Dmg.mod +12% light ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +17% acid +6% cold +18% lightning Spell.save +6 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Breathe water A suit of armour made of leather. |
| Cloak | thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xerathra0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Mag dps ---------- Phys.crit +2.0% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Amulets make your neck look great! |
Inventory
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Adilrarin (5 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +10% mind ----- def ----- Armour +6 Defense +5 (+2 eff.) Fatigue +1% Resists +9% cold ---------- misc Psi/ret +0.04 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 agate0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
14 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. |
4 alchemist spinel0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kobald II the Cornac Alchemist level 14
42nd Dusk 122nd year of Ascendancy at 22:10 see stats
Level 10
Got a character to level 10.By Kobald II the Cornac Alchemist level 10
6th Dusk 122nd year of Ascendancy at 21:11 see stats
The Arena
Unlocked Arena mode.By Kobald II the Cornac Alchemist level 8
1st Mirth 122nd year of Ascendancy at 07:41 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Kobald II the Cornac Alchemist level 14
3rd Haze 122nd year of Ascendancy at 10:50 see stats
Log
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:26.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 62nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 63rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 64th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 65th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 67th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
You don't see how to get there...
You don't see how to get there...
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 68th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
There is a Elvala (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).




























































