
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Orcs | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Whitehoof | 
| Class | Sawbutcher | 
| Level / Exp | 50 / 849% | 
| Size | huge | 
| Lifes / Deaths | Killed by Polyvea the giant alligator at level 13 on the 27th Revenge 124th year of Ascendancy at 13:23 6 / 1 | 
Primary Stats
| Strength | 194 (base 60) | 
| Dexterity | 148 (base 26) | 
| Constitution | 193 (base 60) | 
| Magic | 129 (base 10) | 
| Willpower | 132 (base 13) | 
| Cunning | 196 (base 60) | 
Resources
| Life | 2074/2456 | 
| Steam | 100/100 | 
| Healing Factor | 1.8761983471076 | 
| Regeneration | 23.921528925622 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +619.82179062616% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 12 | 
| ESP Range | 20 | 
| ESP Kinds | humanoid, giant | 
Offense: Mainhand
| Damage | 249 | 
| Accuracy | 74 | 
| Crit Chance | 73% | 
| APR | 40 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 135 | 
| Accuracy | 74 | 
| Crit Chance | 79% | 
| APR | 52 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 64 | 
| Crit Chance | 54% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 72 | 
| Crit Chance | 54% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +46% | 
| Temporal | +49% | 
| Lightning | +46% | 
| Physical | +74% | 
| Fire | +75% | 
| All | +40% | 
Offense: Damage Penetration
| Fire | +29% | 
| Physical | +54% | 
Defense: Base
| Armour (hardiness) | 116.72307323196 (93.924050632911%) | 
| Defense | 49 | 
| Ranged Defense | 52 | 
| Fatigue | 0 | 
| Physical Save | 85 | 
| Spell Save | 53 | 
| Mental Save | 73 | 
Defense: Resistances
| Physical | + 40%( 70%) | 
| Acid | + 34%( 70%) | 
| Light | + 34%( 70%) | 
| Darkness | + 32%( 70%) | 
| Blight | + 39%( 70%) | 
| Arcane | + 29%( 70%) | 
| Mind | + 55%( 70%) | 
| All | + 25%( 70%) | 
Defense: Immunities
| Pinning Resistance | 100% | 
| Confusion Resistance | 79% | 
| Poison Resistance | 100% | 
| Silence Resistance | 65% | 
| Bleed Resistance | 100% | 
| Teleport Resistance | 100% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 15% | 
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Strength 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 218% efficiency and cooldown mod of 76%. Its effects scale with your Strength 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 221% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat.  | 
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.9 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9.  | 
Class Talents
| Steamtech / Battle machinery | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Battlefield management | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Steamtech / Furnace | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Sawmaiming | 1.60 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
| Steamtech / Butchery | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Steamtech / Physics | 1.20 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Whitehooves | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Steamtech / Blacksmith | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Furnace | 
| talent | Tempest of Metal | 
| talent | Overheat Saws | 
| talent | Melting Point | 
| talent | Grinding Shield | 
| talent | Goresplosion | 
| talent | Saw Wheels | 
| beneficial effect | All stats increased by 97. Pain Enhancement System | 
| beneficial effect | You have 6 charges. Death Momentum | 
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise.  | done | 
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united.  | done | 
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves.  | done | 
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed.  | done | 
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes.  | done | 
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong...  | done | 
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe.  | done | 
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch.  | done | 
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened.  | done | 
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!.  | done | 
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west.  | done | 
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours!  | done | 
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future.  | done | 
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel.  | done | 
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland.  | done | 
Equipment
| On feet |  Steam Powered Boots (8 def, 15 armour) Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +9 (+1 eff.) Pinning immunity: +65% Knockback immunity: +15% Teleport immunity: +100% Generate 3 steam each time you walk. Boots. But with steam power!  | 
| Light source |  CoalviperInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +1 Str / +1 Wil / +6 Con Changes resistances: +10% blight Changes damage: +6% darkness / +9% temporal Reduces incoming crit damage: 16.00% Life regen: +6.50 Maximum life: +69.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Visage of Nektosh (4 def, 8 armour) Requires: - Magic 12 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +10 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Mental save: +9 (+2 eff.) Spellpower: +10 (+3 eff.) Movement speed: +10% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest.  | 
| On hands |  brawler's hardened leather gloves of dispersion (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 arcane Changes stats: +2 Str / +4 Dex / +4 Mag / +5 Wil / +3 Cun Changes resistances: +5% arcane Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Fatal Attractor Physical save: +5 (+1 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  voratun torque of clear mind 'Xanewe' [power 5]  (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +2 Dex / +2 Wil / +7 Cun Changes resistances penetration: +25% physical Critical mult.: +12.00% Reduces incoming crit damage: 16.00% Maximum life: +70.00 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John"  | 
| On fingers |  voratun ring 'Lustretorrent'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% blight / +12% light Physical save: +30 (+6 eff.) Mental save: +15 (+4 eff.) Cut immunity: +15% Silence immunity: +15% Confusion immunity: +47% Stun/Freeze immunity: +20% Teleport immunity: +20% Rings can have magical properties.  | 
| Around neck |  clarifying stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% mind Confusion immunity: +32% Amulets can have magical properties.  | 
| In main hand |  stralite steamsaw 'Thundermortal' (38.5-57.75 power, 35 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +20.0% Attack speed: 100% Block value: +78 On weapon crit: * splashes the target with acid Damage (Melee): +11 acid Burst (radius 1) on hit: +6 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Effects on melee hit: * 30% chance to blind * 15% chance to daze at end of turn Damage when hit (Melee): 8 light Changes damage: +6% lightning Talent granted: +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!  | 
| Around waist |  skylord's hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +7 Wil / +4 Cun Physical save: +13 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+6 eff.) Maximum life: +63.00 A belt that goes around your waist.  | 
| In off hand |  Dethzaw (40-60 power, 47 apr) Requires: - Strength 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +47 Crit. chance: +26.0% Attack speed: 100% Block value: +80 On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved.  | 
| Cloak |  Emoda (3 def, 14 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +14 Defense: +3 (+1 eff.) Changes resistances: +12% acid Changes damage: +9% physical Physical save: +20 (+4 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -130.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Cuirass of the Dark Lord (0 def, 40 armour) Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +40 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Reduces incoming crit damage: 35.00% Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 495.90 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again.  | 
Inventory
 medical injector implant of the wizard (efficiency 199% / cooldown 79%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 199% efficiency and cooldown mod of 79%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 heroism infusion of the warrior (+32 for 12 turns, die at -1053)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 12 turns. While Heroism is active, you will only die when reaching -1053 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 ability.  | 
 Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+8 eff.) Spellpower: +40 (+10 eff.) Mindpower: +40 (+10 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+8 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him."  | 
 steel amulet 'Betherawyn'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +6 (+2 eff.) Changes resistances: +6% blight / +22% fire / +28% cold Blindness immunity: +14% Maximum stamina: +5.00 Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets can have magical properties.  | 
 stralite ring 'Islynne'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +6 Con Changes damage: +6% mind Physical save: +12 (+2 eff.) Disease immunity: +15% Disarm immunity: +10% Confusion immunity: +20% Pinning immunity: +20% Teleport immunity: +25% Rings can have magical properties.  | 
 Mirrorazor (35-52.5 power, 23 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 35.0 - 52.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +5.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated)., costing 30 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well.  | 
 stralite steamsaw 'Arodir' (32-48 power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.0 - 48.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Defense: +21 (+7 eff.) Fatigue: +10% Changes resistances: +6% lightning / +5% physical / +6% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Block Physical save: +30 (+6 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +37% Knockback immunity: +15% 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!  | 
 Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 581 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one.  | 
 Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch.  | 
 Hellrace the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +12% fire Changes resistances penetration: +10% acid / +20% fire Changes damage: +15% acid Maximum encumbrance: +30 Physical save: +11 (+2 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% A pair of boots made of leather.  | 
 Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear.  | 
 Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power!  | 
 Bethigarin the Phlegmvalor (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Armour Hardiness: +0% Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Cun / +3 Wil Changes resistances: +12% nature / +39% fire Changes resistances penetration: +5% nature Mental save: +14 (+4 eff.) A suit of armour made of mail.  | 
 Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Reduces incoming crit damage: 0.00% Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life.  | 
 16 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 dwarven-steel pickaxe 'Sootsmasher' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +4 Str Changes resistances penetration: +20% darkness Changes damage: +9% mind Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it.  | 
 20 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (172 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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.  | 
 14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 19 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (1/1)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, costing 202 power out of 258/400. 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.  | 
powerful healing salve [power 535] powerful healing salve [power 535]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 218% efficiency and 76% cooldown modifier. It can be used to heal 535, putting Talent Medical Injector on cooldown for 15 turns. Medical salve.  | 
powerful pain suppressor salve [power 463] powerful pain suppressor salve [power 463]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 218% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -463 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve.  | 
simple frost salve [power 27] simple frost salve [power 27]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 218% efficiency and 76% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (27% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve.  | 
 Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly.  | 
 dwarven steel armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Armour: +3 Armour Hardiness: +20% Fatigue: +3% Tinkers can be attached to normal items to improve them with steam power!  | 
 voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power!  | 
 telekinetic stralite torque of clear mind [power 3]  (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +4 Telekinetic Blast It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so.  | 
 quick elm totem of cure ailments [power 1]  (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power.  | 
 15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before.  | 
 11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 24 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride.  Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again.  By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns.  You know that this will not last forever.  You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.  The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless...  You just killed a god and gave your people the first chance to relax in thousands of years.  It's been a pretty good day.
You may continue playing and enjoy the rest of the world.  Your soldiers may want to speak with you outside...
Achievements
			Across the Narrow Sea
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Karnak the Whitehoof Sawbutcher level 11
37th Retaking 124th year of Ascendancy at 04:32 see stats
			Dragon's Greed
			Amassed 8000 gold pieces.By Karnak the Whitehoof Sawbutcher level 49
6th Destruction 124th year of Ascendancy at 16:00 see stats
			Exterminator
			Killed 1000 creatures.By Karnak the Whitehoof Sawbutcher level 28
20th Pain 124th year of Ascendancy at 17:22 see stats
			Got eggs?
			Finish the Pikataclysm event.By Karnak the Whitehoof Sawbutcher level 41
28th Loss 124th year of Ascendancy at 15:13 see stats
			Imp'ing Away
			You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Karnak the Whitehoof Sawbutcher level 50
9th Destruction 124th year of Ascendancy at 22:30 see stats
			Level 10
			Got a character to level 10.By Karnak the Whitehoof Sawbutcher level 10
27th Retaking 124th year of Ascendancy at 12:22 see stats
			Level 20
			Got a character to level 20.By Karnak the Whitehoof Sawbutcher level 20
46th Revenge 124th year of Ascendancy at 07:35 see stats
			Level 30
			Got a character to level 30.By Karnak the Whitehoof Sawbutcher level 30
4th Dearth 124th year of Ascendancy at 02:46 see stats
			Level 40
			Got a character to level 40.By Karnak the Whitehoof Sawbutcher level 40
46th Dearth 124th year of Ascendancy at 13:42 see stats
			Level 50
			Got a character to level 50.By Karnak the Whitehoof Sawbutcher level 50
6th Destruction 124th year of Ascendancy at 23:58 see stats
			Once Upon A Time, In the West...
			Hear the Eidolon's retelling of the Scourge from the West's journey.By Karnak the Whitehoof Sawbutcher level 50
17th Destruction 124th year of Ascendancy at 20:15 see stats
			One Ill Turn Deserves Another
			The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Karnak the Whitehoof Sawbutcher level 50
7th Destruction 124th year of Ascendancy at 00:59 see stats
			Reclaiming Garkul's Heritage
			Freed the remnants of the Prides from the Internment Camp.By Karnak the Whitehoof Sawbutcher level 32
5th Dearth 124th year of Ascendancy at 00:27 see stats
			Size is everything
			Did over 1500 damage in one attack.By Karnak the Whitehoof Sawbutcher level 32
18th Dearth 124th year of Ascendancy at 17:03 see stats
			Size matters
			Did over 600 damage in one attack.By Karnak the Whitehoof Sawbutcher level 27
20th Pain 124th year of Ascendancy at 04:48 see stats
			That was close
			Killed your target while having only 1 life left.By Karnak the Whitehoof Sawbutcher level 33
27th Dearth 124th year of Ascendancy at 11:56 see stats
			The Dead God Rests
			You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Karnak the Whitehoof Sawbutcher level 50
9th Destruction 124th year of Ascendancy at 14:21 see stats
			The High Lady's Destiny (Finale)
			Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Karnak the Whitehoof Sawbutcher level 36
44th Dearth 124th year of Ascendancy at 06:08 see stats
			Treasure Hoarder
			Amassed 3000 gold pieces.By Karnak the Whitehoof Sawbutcher level 34
42nd Dearth 124th year of Ascendancy at 08:10 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Karnak the Whitehoof Sawbutcher level 15
29th Revenge 124th year of Ascendancy at 07:46 see stats
			True Savior
			Freed all the Orc Prides without killing a single mind-controlled orc.By Karnak the Whitehoof Sawbutcher level 32
5th Dearth 124th year of Ascendancy at 00:27 see stats
Log
You gain 2.67 gold from the melting of shimmering woollen robe of alchemy (0 def, 0 armour).
You gain 2.23 gold from the melting of thick elven-silk cloak of the guardian (10 def, 18 armour).
You collect a new ingredient: lump of voratun (1).
You gain 2.26 gold from the melting of voratun waraxe of shearing (40.5-56.7 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 2.72 gold from the melting of glacial voratun mace (46.5-65.1 power, 6 apr).
You gain 5.26 gold from the melting of glacial dragonbone longbow of true flight.
You collect a new ingredient: lump of voratun (1).
You gain 2.60 gold from the melting of truestriking voratun greatsword (59-94.4 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 6.16 gold from the melting of thunderous voratun greatsword of crippling (63-100.8 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.65 gold from the melting of plaguebringer's voratun greatsword (62-99.2 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.54 gold from the melting of glacial voratun dagger of torment (38.5-50.05 power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.71 gold from the melting of caustic stralite dagger of projection (28-36.4 power, 9 apr).
You collect a new ingredient: lump of voratun (1).
You gain 2.28 gold from the melting of balanced voratun dagger of massacre (48-62.4 power, 9 apr).
You collect a new ingredient: lump of voratun (1).
You gain 2.01 gold from the melting of acidic voratun dagger of phasing (38-49.4 power, 13 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Karnak deactivates Overheat Saws.
Karnak deactivates Goresplosion.
Karnak deactivates Saw Wheels.
Karnak deactivates Melting Point.
Karnak deactivates Furnace.
Karnak deactivates Grinding Shield.
Karnak deactivates Tempest of Metal.
Karnak no longer feels strong.













































































































