















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 | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 27 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Layotira the awoken tentacle tree at level 27 on the 12nd Haze 122nd year of Ascendancy at 12:22 / 1 |
Primary Stats
| Strength | 61 (base 11) |
| Dexterity | 82 (base 45) |
| Constitution | 35 (base 33) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 61 (base 44) |
Resources
| Life | -34/711 |
| Steam | 31/100 |
| Healing Factor | 1.2829268292684 |
| Regeneration | 16.613902439026 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | +20% |
| Spell | -30% |
| Global | +87.143847735636% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 17 |
| Speed | 1.43 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 17 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 16% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Lightning | +18% |
| Blight | +9% |
| Physical | +31% |
| Acid | +4% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Cold | +8% |
| Physical | +77% |
| Fire | +10% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 35.15 (30%) |
| Defense | 36 |
| Ranged Defense | 37 |
| Fatigue | 14 |
| Physical Save | 36 |
| Spell Save | 16 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 1%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 6%( 70%) |
| All | -5%( 70%) |
| Darkness | + 16%( 70%) |
| Light | 0%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 7%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | -2%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 59% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Silence Resistance | 31% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 85% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Dexterity 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 150% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity 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 150% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Agile Gunner |
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| detrimental effect | Caught by a tentacle from Layotira the awoken tentacle tree that deals 196% tentacle damage and pulls you 1 space towards them each turn. Tentacle Constriction |
| detrimental effect | Reduces global action speed by 17%. Slow |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target has been splashed with acid, taking 5.85 acid damage per turn, reducing armour by 5 and attack by 5. Acid Splash |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Provides a frost aura, giving you +25% cold, nature and darkness affinity. Frost Salve |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | Bullets shot are percussive: When striking, they have a 45% chance to knock back and a 26% chance to stun. Bullet Mastery: Percussive |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Brodudor. Escort: worried loremaster (level 2 of Trollmire) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 91. | 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. | 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 has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +21% Stamina each turn: +0.30 Maximum stamina: +13.00 A pair of boots made of leather. |
| Quiver | Poryth the Smearwyrd (17/21, 37.5-45 power, 8 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +21.0% Capacity: 21 On weapon crit: * cripple the target * splashes the target with acid Travel speed: +200% Damage (Ranged): +10 acid / +8 mind / +4 nature Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +4 nature When wielded/worn: Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | AmilathabersInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% temporal / +1% physical / +3% all Changes damage: +12% physical Spell save: +8 (+6 eff.) Silence immunity: +10% Disarm immunity: +15% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather hat 'Toxinnoon' (8 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +8 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 12 nature Changes stats: +6 Cun / +8 Str Changes resistances: +9% lightning / +7% temporal / +6% nature / +4% all Changes resistances penetration: +5% lightning Changes damage: +6% lightning Physical save: +10 (+4 eff.) Mental save: +9 (+3 eff.) A hat made of leather. Very stylish. |
| On hands | Baledragen the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 acid Changes stats: +5 Str / +2 Dex / +5 Wil Changes resistances: +7% acid Changes damage: +4% acid Talent granted: +2 Iron Grip Reduces incoming crit damage: 15.00% Disarm immunity: +70% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe 'Blazewrack' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +6% light / +12% cold Disease immunity: +10% Confusion immunity: +25% Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes stats: +4 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Lightningmaster the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +4 Changes stats: +1 Str / +4 Dex Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +5% physical Critical mult.: +21.00% Rings can have magical properties. |
| Around neck | copper amulet 'Isetha'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +1 Cun Changes resistances: +11% lightning / +3% fire / +9% darkness Stun/Freeze immunity: +20% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
| In main hand | Elenerekan Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +24 Crit. chance: +12.0% Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +9 ice / +8 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+2 eff.) Armour: +7 Ranged Defense: +2 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% mind Changes resistances penetration: +10% fire / +8% cold Blindness immunity: +10% Poison immunity: +20% Global speed: +3% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Nimbushue Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes resistances: +15% lightning / +11% temporal Changes resistances penetration: +10% darkness / +11% physical Changes damage: +9% blight / +13% physical / +3% lightning Mental save: +10 (+3 eff.) Spellpower: +7 (+2 eff.) Slows Projectiles: +15% A belt that goes around your waist. |
| In off hand | Bethona the dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to disease Travel speed: +600% Burst (radius 1) on hit: +36 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +9 Cun / +4 Str Changes resistances penetration: +51% physical Critical mult.: +5.00% Life regen: +0.60 Maximum stamina: +20.00 Heals friendly targets nearby when you use a nature summon: +20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Ivirida (2 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances: +30% lightning Changes resistances penetration: +10% physical Stun/Freeze immunity: +50% Life regen: +0.40 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightningtooth the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Str Changes resistances: +8% physical / +7% mind / +12% darkness Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +6% physical Physical save: +9 (+4 eff.) Mental save: +15 (+5 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +11.70 Maximum life: +43.00 Light radius: +1 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant of the titan (efficiency 110% / cooldown 86%)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 110% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (142% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bregutir the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Con Changes resistances: +3% temporal Physical save: +30 (+11 eff.) Silence immunity: +5% Amulets can have magical properties. |
clarifying gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Cut immunity: +50% Confusion immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 148 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Poliranne'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: -6% Life regen: +1.40 Stamina each turn: +1.00 Only die when reaching: -20.00 life Maximum life: +20.00 Amulets can have magical properties. |
Gyma the CarrionschismPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes damage: +9% nature Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +12 (+4 eff.) Blindness immunity: +24% Psi when hit: +0.08 Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Infravision radius: +4 See stealth: +7 See invisible: +8 Rings can have magical properties. |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Xerama the iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +10 insidious poison When wielded/worn: Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Aeridheda the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Changes stats: +8 Cun Changes resistances penetration: +15% mind / +10% physical Changes damage: +12% mind Critical mult.: +5.00% Mindpower: +4 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
ZubyldakiraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) Damage when hit (Melee): 8 mind Changes resistances: +6% acid / +3% nature / +6% darkness Blindness immunity: +10% Disease immunity: +5% Stun/Freeze immunity: +25% Life regen: +0.90 Healing mod.: +12% Slows Projectiles: +0% A belt that goes around your waist. |
blurring rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +12 Infravision radius: +4 Slows Projectiles: +0% A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Tempestbutcher the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Dex / +1 Mag / +2 Cun Changes damage: +6% lightning Grants telepathy: Dragon Light radius: +2 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
cured leather armour 'Yaregorim' (2 def, 13 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +6% acid / +14% physical / +6% cold / +9% mind / +13% fire Changes resistances penetration: +25% mind Allows you to breathe in: water Mental save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Shadowgrinder of the Blightspawn (7 def, 17 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +17 Defense: +7 (+3 eff.) Fatigue: +20% Effects when hit in melee: * 20% chance to inflict 15% damage reduction * 27% chance to disease Changes resistances: +20% acid / +15% fire Life regen: +3.60 Stamina each turn: +1.80 A suit of armour made of metal plates. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
389 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 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. |
9 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. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) 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 (60 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Ebonymoon'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +3% mind / +6% temporal Mental save: +5 (+1 eff.) Silence immunity: +10% Confusion immunity: +5% Knockback immunity: +15% Light radius: +2 See stealth: +8 See invisible: +7 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
2 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. |
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 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. |
potent healing salve [power 287] potent healing salve [power 287]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 150% efficiency and 79% cooldown modifier. It can be used to heal 287, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 150% efficiency and 79% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful pain suppressor salve [power 307] powerful pain suppressor salve [power 307]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 150% efficiency and 79% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -307 life and reduces all damage by 20% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 150% efficiency and 79% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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), costing 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. |
Lightningvengeance the pouch of dwarven-steel shots (20/20, 34-40.8 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +14.0% Capacity: 20 On weapon hit: * 11% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +7 blight / +16 lightning Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
powerful fungal webPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Mayymikira [power 69] (4/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Cun Reduces incoming crit damage: 10.00% Infravision radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 69 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psychoportation [power 25] (4/37 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 37 turns. Torques are made by powerful psionics to store psionic powers. |
Hettohir [power 2] (4/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +12% mind Grants telepathy: Humanoid/Orc Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Equilibrium when hit: +0.08 Maximum mana: +40.00 Maximum hate: +4.00 Maximum psi: +50.00 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
2 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. |
5 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brodudor the Skeleton Gunslinger level 10
9th Flare 122nd year of Ascendancy at 13:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Brodudor the Skeleton Gunslinger level 19
66th Dusk 122nd year of Ascendancy at 20:28 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brodudor the Skeleton Gunslinger level 25
5th Haze 122nd year of Ascendancy at 02:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Brodudor the Skeleton Gunslinger level 10
9th Flare 122nd year of Ascendancy at 13:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Brodudor the Skeleton Gunslinger level 20
67th Dusk 122nd year of Ascendancy at 05:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Brodudor the Skeleton Gunslinger level 23
1st Haze 122nd year of Ascendancy at 23:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Brodudor the Skeleton Gunslinger level 12
9th Dusk 122nd year of Ascendancy at 02:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Brodudor the Skeleton Gunslinger level 12
10th Dusk 122nd year of Ascendancy at 17:58 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Brodudor the Skeleton Gunslinger level 20
67th Dusk 122nd year of Ascendancy at 18:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brodudor the Skeleton Gunslinger level 14
23rd Dusk 122nd year of Ascendancy at 16:30 see stats
Log
Tentacle Constriction from Layotira the awoken tentacle tree hits Brodudor for (27 resist armour), (38 absorbed), 0 darkness, 32 healing, (27 resist armour), (4 absorbed), 0 physical, (6 resist armour), 0 lightning (0 total damage) [32 healing].
Layotira the awoken tentacle tree uses Kinetic Leech.
Brodudor slows down.
Acid Splash from Brodudor hits Layotira the awoken tentacle tree for (3 to psi shield), 1 acid (1 total damage).
Brodudor shoots!
Tentacle Constriction from Layotira the awoken tentacle tree performs a melee critical strike against Brodudor!
Your shield crumbles under the damage!
The shield around Brodudor crumbles.
Layotira the awoken tentacle tree resists the mind attack!
Brodudor resists the mind attack!
Brodudor is knocked back!
Brodudor resists the mind attack!
Brodudor HEALS from cold damage!
Brodudor HEALS from darkness damage!
Brodudor HEALS from nature damage!
Brodudor's Shoot hits Brodudor for (27 resist armour), 159 physical, (10 resist armour), 0 acid, (3 resist armour), 0 mind, (3 resist armour), 0 nature, 1 healing (160 total damage) [1 healing].
Brodudor's Shoot hits Brodudor for (27 resist armour), 141 physical, (7 resist armour), 0 cold, 2 healing, (3 resist armour), 0 nature, 1 healing, (6 resist armour), 0 fire, (3 resist armour), 0 mind, (8 resist armour), 0 acid (142 total damage) [4 healing].
Brodudor hits Layotira the awoken tentacle tree for 5 mind, (6 to psi shield), 2 nature (8 total damage).
Acid Splash from Brodudor hits Brodudor for (5 resist armour), 0 acid (0 total damage).
Tentacle Constriction from Layotira the awoken tentacle tree hits Brodudor for (27 resist armour), (90 absorbed), 37 darkness, 61 healing, (14 resist armour), 0 physical, (3 resist armour), 0 lightning (37 total damage) [62 healing].
Acid Splash from Brodudor hits Layotira the awoken tentacle tree for (2 to psi shield), 1 acid (1 total damage).
Tentacle Constriction from Layotira the awoken tentacle tree performs a melee critical strike against Brodudor!
Layotira the awoken tentacle tree resists the mind attack!
Layotira the awoken tentacle tree uses Telekinetic Smash.
Layotira the awoken tentacle tree resists the mind attack!
Layotira the awoken tentacle tree performs a melee critical strike against Brodudor!
Layotira the awoken tentacle tree resists the mind attack!
Layotira the awoken tentacle tree resists the mind attack!
Saving game...








































































































