











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 22 / 83% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 36th Dusk 122nd year of Ascendancy at 23:33 2 / 3Killed by Velonor the ghoul at level 20 on the 47th Haze 122nd year of Ascendancy at 07:50 Killed by Urkis, the High Tempest at level 22 on the 52nd Regrowth 123rd year of Ascendancy at 07:20 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 40) |
| Dexterity | 64 (base 47) |
| Constitution | 26 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 11) |
| Cunning | 33 (base 17) |
Resources
| Life | 560/560 |
| Stamina | 76/76 |
| Healing Factor | 1.1316586254955 |
| Regeneration | 5.0358808834548 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 70 |
| Crit Chance | 11% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Mind | +3% |
| Lightning | +6% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +34% |
| All | 0% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 24 (49.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 21 |
| Mental Save | 25 |
Defense: Resistances
| Cold | + 25%( 70%) |
| Acid | + 41%( 70%) |
| Light | + 10%( 70%) |
| Nature | + 18%( 70%) |
| Darkness | + 24%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 31%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 10% |
| Disarm Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| 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 270 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Intuitive Shots |
| talent | Concealment |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by rogue. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * You've found the needed snow giant kidney. * '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.' * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Curerot the pair of rough leather boots (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 39% Changes stats: +2 Dex Changes resistances: +3% nature Changes resistances penetration: +15% nature Changes damage: +3% mind Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +3.00 A pair of boots made of leather. |
| Quiver | Lightningwaker the quiver of yew arrows (20/20, 139% power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 10% chance to reduce all saves and defense by 14 * 20% chance to knock the target back 3 spaces and deal 67 physical damage Damage (Ranged): +8 lightning / +20 physical Damage (radius 1) on hit: +20 lightning / +8 mind / +4 nature Damage (radius 2) on crit: +12 nature Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+3 eff.) 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. |
| On head | Hellsseam (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +2 (+1 eff.) Changes stats: +6 Dex Changes resistances: +14% fire / +7% cold Changes resistances penetration: +25% physical Changes damage: +9% fire A pointy cloth hat, very wizardly... |
| Tool | Loryrin the Firecutter [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +9% acid / +6% fire / +12% darkness Physical save: +6 (+2 eff.) Pinning immunity: +20% It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
| On fingers | savior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
| Around waist | rough leather belt 'Flarewend'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 2 fire Changes stats: +2 Con Changes resistances: +6% fire / +5% cold Only die when reaching: -80.00 life A belt that goes around your waist. |
| In main hand | ash longbow 'Rotimmortal'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Travel speed: +200% Damage (radius 2) on crit: +4 nature When wielded/worn: Changes stats: +6 Dex Changes resistances: +6% darkness / +9% nature Changes resistances penetration: +9% physical Physical save: +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Bregymadir (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Armour: +2 Fatigue: +3% Changes resistances: +3% light Critical mult.: +15.00% Physical save: +7 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rejuvenating cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +8% acid / +7% cold Allows you to breathe in: water Life regen: +2.20 Stamina each turn: +0.50 A suit of armour made of leather. |
| Cloak | linen cloak 'Bolttyphoon' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +2% physical Changes damage: +6% lightning Physical save: +9 (+3 eff.) Poison immunity: +10% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
regeneration infusion of the titan (heal 254; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 254 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
enlightening rough leather armour of the deep (3 def, 4 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% acid / +5% cold Allows you to breathe in: water Mental save: +11 (+6 eff.) A suit of armour made of leather. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ras the Halfling Archer level 22
61st Regrowth 123rd year of Ascendancy at 11:04 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Ras the Halfling Archer level 17
54th Dusk 122nd year of Ascendancy at 00:19 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ras the Halfling Archer level 19
46th Haze 122nd year of Ascendancy at 15:19 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ras the Halfling Archer level 8
9th Mirth 122nd year of Ascendancy at 01:01 see stats
Earth Master
Killed Harkor'Zun.By Ras the Halfling Archer level 20
47th Haze 122nd year of Ascendancy at 10:51 see stats
Exterminator
Killed 1000 creatures.By Ras the Halfling Archer level 17
31st Haze 122nd year of Ascendancy at 11:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ras the Halfling Archer level 22
61st Regrowth 123rd year of Ascendancy at 11:30 see stats
Level 10
Got a character to level 10.By Ras the Halfling Archer level 10
3rd Flare 122nd year of Ascendancy at 20:09 see stats
Level 20
Got a character to level 20.By Ras the Halfling Archer level 20
47th Haze 122nd year of Ascendancy at 01:02 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Ras the Halfling Archer level 21
3rd Decay 122nd year of Ascendancy at 09:29 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ras the Halfling Archer level 21
10th Decay 122nd year of Ascendancy at 12:35 see stats
That was close
Killed your target while having only 1 life left.By Ras the Halfling Archer level 20
47th Haze 122nd year of Ascendancy at 10:51 see stats
The Arena
Unlocked Arena mode.By Ras the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 13:26 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Ras the Halfling Archer level 22
61st Regrowth 123rd year of Ascendancy at 11:04 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ras the Halfling Archer level 21
28th Regrowth 123rd year of Ascendancy at 20:11 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Ras the Halfling Archer level 21
28th Regrowth 123rd year of Ascendancy at 04:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ras the Halfling Archer level 16
43rd Dusk 122nd year of Ascendancy at 22:00 see stats
Log
Personal New Achievement: A different point of view!
Lore found: gravestone
Lore found: The Diaries of King Toknor the Brave
Lore found: demon statue: Khulmanar, General of Urh'Rok
Lore found: Spellhunter's Guide part 3: How to Kill a Magic-User
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Personal New Achievement: Home sweet home!
Ran for 5 turns (stop reason: interesting character).
Ras activates Aim.
Ras deactivates Concealment.
Talent Concealment is ready to use.
Ras activates Concealment.
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 0.87 gold from the transmogrification of rough leather armour of stability (3 def, 2 armour).
You gain 7.26 gold from the transmogrification of rejuvenating cured leather armour of lightning resistance (6 def, 4 armour).
You gain 0.61 gold from the transmogrification of prismatic rough leather cap (0 def, 1 armour).
You gain 22.50 gold from the transmogrification of Neira's Memory.
You gain 2.61 gold from the transmogrification of potent ash vilestaff of power (117% power, 3 apr, blight element).
There is a Teleportation portal to the Sher'Tul Fortress 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...
Today is the 62nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Saving done.






































































