











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 39 / 26% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 38 (base 18) |
| Dexterity | 87 (base 60) |
| Constitution | 22 (base 11) |
| Magic | 18 (base 10) |
| Willpower | 27 (base 27) |
| Cunning | 70 (base 60) |
Resources
| Life | 893/893 |
| Stamina | 156/156 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 5.7876873455483 |
Speed
| Mental | +27% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 55.524118639225 |
| See Invisible | 55.524118639225 |
Offense: Mainhand
| Damage | 147 |
| Accuracy | 69 |
| Crit Chance | 34% |
| APR | 6 |
| Speed | 0.79 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +8% |
| Arcane | +15% |
| Cold | +16% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 30 (76.987013568881%) |
| Defense | 64 |
| Ranged Defense | 67 |
| Fatigue | 8.3714911916134 |
| Physical Save | 24 |
| Spell Save | 35 |
| Mental Save | 35 |
Defense: Resistances
| Arcane | + 12%( 70%) |
| Darkness | + 56%( 70%) |
| Fire | + 35%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 430 damage for 7 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Rapid Shot |
| talent | Numbing Poison |
| talent | Crippling Poison |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 2.5 Power cost: 19 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic pouch of voratun shots of paradox (20/20, 54-65 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 162 physical damage Damage (Ranged): +5 physical / +11 temporal Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 106.14 light damage. At talent level 3 you gain 20% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | catburglar's drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex Changes resistances: +16% darkness Infravision radius: +7 A cap made of leather. |
| On hands | rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +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 | elven-wood totem of healing [power 302] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Defense: +8 (+2 eff.) Changes stats: +4 Cun Spellpower: +11 (+6 eff.) Mindpower: +7 (+2 eff.) 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: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
| In main hand | mighty reinforced leather sling of coldRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +9 cold When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Changes damage: +16% cold Slings are used to hurl stones or metal shots at your foes. |
| Around waist | balancing drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex / +6 Cun / +5 Con Mental save: +11 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)Requires: - Shield usage training - Dexterity 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+4 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 21 power out of 28/28) : Effective talent level: 3.9 Power cost: 21 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 87.02 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Inventory
starlit gold amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% light / +11% darkness Blindness immunity: +25% Amulets make your neck look great! |
Newly picked upmanaburning stralite battleaxe of erosion (46-70 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 23 arcane resource burn Damage (Melee): +16 nature Massive two-handed battleaxes. |
Newly picked upBoots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Newly picked upspellwoven cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Mana each turn: +0.19 Spellpower: +10 (+5 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
icy voratun shield (0 def, 10 armour, 67-80 power, 210 block)Requires: - Shield usage training - Dexterity 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 13 cold Damage when hit (Melee): 11 ice Talent granted: +1 Block Handheld deflection devices. |
psychokinetic quiver of dragonbone arrows of amnesia (21/21, 53-74 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Ranged): +33 physical Arrows are used with bows to pierce your foes to death. |
130 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
psychokinetic pouch of dwarven-steel shots of grasping (22/22, 34-40 power, 3 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns Damage (Ranged): +10 physical Shots are used with slings to pummel your foes to death. |
Newly picked upVoid Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+5 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 118.00 temporal and 135.70 darkness damage (based on Magic) Activation costs 15 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
extending dragonbone wand of lightning storm [power 398] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 79 lightning damage and will be dazed for 1 turn (398 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful yew wand of conjuration [power 225] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 225 fire damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of shielding [power 434] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 blight / +4 fire / +4 mind / +4 lightning Talent granted: +1 Ward It can be used to create a shield absorbing up to 499 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Amyderim the Skeleton Archer level 17
75th Pyre 122nd year of Ascendancy at 22:13 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Amyderim the Skeleton Archer level 34
78th Pyre 122nd year of Ascendancy at 22:01 see stats
Level 10 (Roguelike)
Got a character to level 10.By Amyderim the Skeleton Archer level 10
74th Pyre 122nd year of Ascendancy at 23:35 see stats
Level 20 (Roguelike)
Got a character to level 20.By Amyderim the Skeleton Archer level 20
76th Pyre 122nd year of Ascendancy at 02:28 see stats
Level 30 (Roguelike)
Got a character to level 30.By Amyderim the Skeleton Archer level 30
78th Pyre 122nd year of Ascendancy at 00:15 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Amyderim the Skeleton Archer level 38
1st Mirth 122nd year of Ascendancy at 04:43 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Amyderim the Skeleton Archer level 35
79th Pyre 122nd year of Ascendancy at 05:08 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Amyderim the Skeleton Archer level 36
79th Pyre 122nd year of Ascendancy at 11:51 see stats
Log
The shield around Amyderim crumbles.
Talent Bone Armour is ready to use.
You pickup 2.15 gold pieces.
There is an item here: Boots of the Hunter (2 def, 12 armour)
There is an item here: Void Shard
Lore found: Boots of the Hunter
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Void Shard
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 8 turns (stop reason: dialog is displayed).
Amyderim picks up (h.): Void Shard.
Amyderim picks up (c.): Boots of the Hunter (2 def, 12 armour).
Amyderim deactivates Apply Poison.
Amyderim activates Apply Poison.
Amyderim deactivates Intuitive Shots.
Amyderim activates Intuitive Shots.
Amyderim deactivates Trained Reactions.
Amyderim activates Trained Reactions.
Amyderim deactivates Rapid Shot.
Amyderim activates Rapid Shot.
Amyderim deactivates Numbing Poison.
Amyderim activates Numbing Poison.
Amyderim deactivates Crippling Poison.
Amyderim activates Crippling Poison.
Saving game...
Saving done.

















































































