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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 | Orc |
| Class | Sawbutcher |
| Level / Exp | 48 / 23% |
| Size | huge |
| Lifes / Deaths | Killed by High Sun Paladin Aeryn at level 30 on the 43rd Pain 124th year of Ascendancy at 11:18 0 / 8Killed by crimson crystal at level 32 on the 14th Dearth 124th year of Ascendancy at 06:01 Killed by sun-mage at level 39 on the 17th Loss 124th year of Ascendancy at 10:40 Killed by spiked tentacle at level 48 on the 50th Loss 124th year of Ascendancy at 21:44 Killed by Sher'Tul High Priest at level 48 on the 50th Loss 124th year of Ascendancy at 22:19 Killed by Sher'Tul High Priest at level 48 on the 50th Loss 124th year of Ascendancy at 22:56 Killed by Sher'Tul High Priest at level 48 on the 50th Loss 124th year of Ascendancy at 23:34 Killed by Sher'Tul High Priest at level 48 on the 51st Loss 124th year of Ascendancy at 00:18 |
Primary Stats
| Strength | 135 (base 60) |
| Dexterity | 28 (base 16) |
| Constitution | 91 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 77 (base 57) |
Resources
| Life | -39/1569 |
| Steam | 93/100 |
| Healing Factor | 1.5855172413793 |
| Regeneration | 11.653551724138 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 12 |
| Infravision | 13 |
| See Stealth | 38 |
| See Invisible | 50 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 49 |
| Crit Chance | 40% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 49 |
| Crit Chance | 41% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9.3333333333333 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | -7% |
| Temporal | -13% |
| Physical | +9% |
| Fire | +19% |
| All | -16% |
Offense: Damage Penetration
| Physical | +44% |
| Fire | +44% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 95.292304923968 (91.818181818182%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 30 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 50%( 70%) |
| Cold | + 36%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 37%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 30%( 70%) |
| Lightning | + 43%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 82% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.51 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Overheat Saws |
| detrimental effect | The target is cursed, taking 51.76 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| beneficial effect | Inspired by a recent kill increasing all resistance by 12%. Orcish Triumph |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 63.87 fire damage, and talent cooldowns are increased by 62% plus 1 turn. Burning Hex |
| detrimental effect | Tulachak is fed upon by Sher'Tul High Priest. Fed Upon |
| beneficial effect | You have 10 charges. Molten Point |
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 ErĂșan 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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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 |
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. | active |
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! | active |
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'HaĂŻb 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 | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (88 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (149 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | dwarven lantern 'Huharadil'1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +5% Phys.pwr +4 (+1 eff.) Spell.pwr +4 (+1 eff.) ----- def ----- Resists +9% blight +6% fire +9% darkness Mind.save +12 (+6 eff.) Blind- +32% Disease- +10% Confus- +10% ---------- misc Light +11 Infravis +4 See.Stealth +13 See.Invis +25 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 26 blight damage or heals 46 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Quasit's Skull (0 def, 12 armour) 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | scouring voratun gauntlets of sorrow (0 def, 3 armour) 1.5 T5 hands armor [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 40 mind 10 darkness On Hit (Melee): * 14% chance to cause random gloom On Melee Ret: * 25% chance to reduce effective powers by 20% * 25 arcane resource burn ----- def ----- Armour +3 Spell.save +23 (+11 eff.) Mind.save -8 (-4 eff.) ---------- misc Talents +1 Sand Shredder Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Duathelworm [power 86] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +12.00% Phys.pwr +10 (+2 eff.) Apr +4 Melee Ret 20 darkness ----- def ----- Armour +4 Phys.save +30 (+8 eff.) HP.reg +0.40 Harden the skin for 7 turns increasing armour by 86 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Stormguile0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +10 Wil +8 Cun dps ---------- Spell.pwr +16 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +3% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn ----- def ----- Resists +3% lightning +6% temporal Rings can have magical properties. |
| On fingers | voratun ring of blinding strikes0.1 T5 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 40 light Ranged+ 34 light On Hit (Melee): * 16% chance to blind On Hit (Ranged): * 20% chance to blind Rings can have magical properties. |
| Around neck | wanderer's stralite amulet of mastery (0.31 Steamtech / Physics)0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +7 Dex +7 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.70 ---------- misc Stam/turn +1.00 Masteries +0.31 Steamtech/Physics Amulets can have magical properties. |
| In main hand | scouring stralite steamsaw of amnesia (134% power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego++] Disrupt/Psionic/Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: Stats +6 Con dps ---------- On Melee Ret: * 27% chance to reduce effective powers by 20% * 21 arcane resource burn ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +7% acid +14% nature ---------- misc Talents +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 | Falyyagund the Unlightfear1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% darkness Melee Ret 12 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% darkness +15% lightning Phys.save +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | cosmic voratun steamsaw of crippling (148% power, 25 apr)3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +105 On Crit: * cripple the target Uses 1.0 Steam While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +10% light +8% darkness ---------- misc Talents +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers 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! |
| Cloak | Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+6 eff.) Resists +15% physical Phys.save +40 (+10 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 45 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Main armor | Chromatic Harness (10 def, 34 armour) 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck dps ---------- Melee Ret 50 physical ----- def ----- Armour +34 Hardiness +0% Defense +10 (+3 eff.) Fatigue +17% Resists +20% lightning +20% physical +20% fire +20% acid +20% cold Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
steam generator implant of the wizard (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 44 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Firewrack the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% fire Res.pen +10% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% lightning +6% fire Amulets can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
treant's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Nature While equipped: dps ---------- Melee+ 20 light Ranged+ 25 light On Hit (Melee): * 13% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +15% Rings can have magical properties. |
The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 162% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+4 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
voratun longsword of daylight (154% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 light Against +23% Undead Sharp, long, and deadly. |
acidic voratun mace of daylight (156% power, 6 apr)3.0 T5 mace 1H weapon [Ego] Arcane Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +9 acid +15 light Against +6% Undead On Crit: * splashes the target with acid Blunt and deadly. |
The Forgotten (104% power, 22 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +22 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +15 (+7 eff.) Confuse all enemies in radius 3 for 5 turns. Uses 25 power out of 25/25 A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
nature's living mindstar of venom (116% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature This natural venom should be returned to the wyrm. Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% acid +8% nature Res.pen +18% acid Melee Ret 17 acid ----- def ----- Resists +10% acid +9% blight HP.reg +1.60 Disease- +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
coruscating iron steamsaw of radiance (100% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego++] Arcane/Steamtech Power 100% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +9 Uses 1.0 Steam While equipped: Stats +2 Str +1 Mag +3 Con dps ---------- Melee Ret 11 fire On Melee Ret: * 11% chance to blind ----- def ----- Armour +2 Defense +2 (+0 eff.) Fatigue +4% Resists +10% light +10% fire ---------- misc Talents +1 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! |
Velenor the dwarven-steel steamsaw (123% power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +14 nature +12 temporal On Crit.r2 +8 acid Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% acid +10% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% mind ---------- misc Talents +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! |
wintry stralite steamsaw of massacre (151% power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: Stats +4 Wil dps ---------- Melee Ret 15 ice ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +12% cold ---------- misc Talents +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! |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Hardiness +0% Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 15.51 physical damage, inflicting bleeding for another 7.76 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Borudehor (7 def, 13 armour)17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +4 Wil +2 Cun dps ---------- Melee Ret 8 light 12 physical ----- def ----- Armour +13 Hardiness +0% Defense +7 (+2 eff.) Fatigue +18% Resists +11% blight +18% darkness Max.HP +84.00 HP.reg +2.10 Heal.mod +12% ---------- misc Light +3 A suit of armour made of metal plates. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Braneyakhad' (2 def, 19 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +4 Cun +2 Mag dps ---------- Res.pen +15% blight ----- def ----- Armour +19 Defense +2 (+0 eff.) Resists +43% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
radiant iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
heroic voratun gauntlets of strength (+3) (0 def, 7 armour)1.5 T5 hands armor [Ego+] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+3 eff.) ----- def ----- Armour +7 Mind.save +7 (+3 eff.) Max.HP +48.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Con +6 Mag Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Con +6 Mag Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% acid +6% cold This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
66 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of clarity1.0 T3 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +11 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal dwarven lantern of clarity0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Light +6 See.Stealth +20 See.Invis +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Tulachak the Orc Sawbutcher level 36
40th Dearth 124th year of Ascendancy at 20:30 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Tulachak the Orc Sawbutcher level 12
24th Retaking 124th year of Ascendancy at 05:58 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Tulachak the Orc Sawbutcher level 31
6th Dearth 124th year of Ascendancy at 14:58 see stats
Exterminator
Killed 1000 creatures.By Tulachak the Orc Sawbutcher level 25
51st Revenge 124th year of Ascendancy at 10:45 see stats
Level 10
Got a character to level 10.By Tulachak the Orc Sawbutcher level 10
18th Retaking 124th year of Ascendancy at 04:31 see stats
Level 20
Got a character to level 20.By Tulachak the Orc Sawbutcher level 20
8th Revenge 124th year of Ascendancy at 13:20 see stats
Level 30
Got a character to level 30.By Tulachak the Orc Sawbutcher level 30
27th Pain 124th year of Ascendancy at 01:56 see stats
Level 40
Got a character to level 40.By Tulachak the Orc Sawbutcher level 40
17th Loss 124th year of Ascendancy at 11:44 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 Tulachak the Orc Sawbutcher level 44
44th Loss 124th year of Ascendancy at 11:27 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Tulachak the Orc Sawbutcher level 30
28th Pain 124th year of Ascendancy at 02:50 see stats
Size is everything
Did over 1500 damage in one attack.By Tulachak the Orc Sawbutcher level 39
17th Loss 124th year of Ascendancy at 11:41 see stats
Size matters
Did over 600 damage in one attack.By Tulachak the Orc Sawbutcher level 31
6th Dearth 124th year of Ascendancy at 17:22 see stats
The High Lady's Destiny (Finale)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Tulachak the Orc Sawbutcher level 39
17th Loss 124th year of Ascendancy at 11:44 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Tulachak the Orc Sawbutcher level 33
29th Dearth 124th year of Ascendancy at 22:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tulachak the Orc Sawbutcher level 14
37th Retaking 124th year of Ascendancy at 08:43 see stats
Log
Oozing tentacle's pinning nature area effect hits Tulachak for 15 nature damage.
Lava floor hits Tulachak for 12 fire damage.
Tulachak uses Spinal Break.
Spiked tentacle starts to bleed.
Spiked tentacle is on fire!
Tulachak roars triumphantly.
Tulachak hits Spiked tentacle for 322 physical, 34 light, 9 darkness, 34 mind, 53 fire, 224 physical (676 total damage).
Sher'Tul High Priest hits Tulachak for 30 fire damage.
Tulachak killed Spiked tentacle!
Sher'Tul High Priest casts Temporal Form.
Sher'Tul High Priest threads time as a shell!
Sher'Tul High Priest become impervious to physical effects.
Sher'Tul High Priest's power is greatly reduced!
Tulachak hits Sher'Tul High Priest for (26 shifted), 0 arcane, 38 physical, 18 darkness (56 total damage).
Lava floor hits Sher'Tul High Priest for 10 fire damage.
Sher'Tul High Priest hits Tulachak for 31 temporal, 18 physical (48 total damage).
Spiked tentacle hits Tulachak for 52 physical damage.
Spiked tentacle hits Tulachak for 59 physical damage.
Tulachak hits Spiked tentacle for 0 arcane, 55 physical, 30 darkness (85 total damage).
Tulachak hits Spiked tentacle for 0 arcane, 55 physical, 30 darkness (85 total damage).
Curse of Death from Sher'Tul High Priest hits Tulachak for 26 temporal, 16 darkness (41 total damage).
Lava floor burns Tulachak!
Lava floor hits Tulachak for 11 fire damage.
Sher'Tul High Priest resists the mind attack!
Sher'Tul High Priest resists!
Tulachak misses Sher'Tul High Priest.
Tulachak hits Sher'Tul High Priest for 158 physical, 22 light, 6 darkness, 11 mind, 36 fire (232 total damage).
Sher'Tul High Priest casts Moonlight Ray.
Saving game...












































































































