

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 521% |
Size | medium |
Lifes / Deaths | Killed by Rolaran at level 36 on the 52nd Loss 124th year of Ascendancy at 22:01 5 / 3Killed by Rolaran at level 50 on the 18th Retaking 125th year of Ascendancy at 21:52 Killed by Rolaran at level 50 on the 18th Retaking 125th year of Ascendancy at 22:14 |
Primary Stats
Strength | 47 (base 29) |
Dexterity | 84 (base 60) |
Constitution | 68 (base 60) |
Magic | 9 (base 10) |
Willpower | 30 (base 10) |
Cunning | 81 (base 60) |
Resources
Life | 1476/1476 |
Mana | 494/494 |
Steam | 130/130 |
Healing Factor | 1.5155462184875 |
Regeneration | 17.353004201682 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
See Stealth | 14 |
See Invisible | 12 |
ESP Range | 20 |
ESP Kinds | humanoid, giant |
Offense: Mainhand
Damage | 88 |
Accuracy | 69 |
Crit Chance | 35% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 69 |
Crit Chance | 35% |
APR | 31 |
Speed | 0.90 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +43% |
Nature | +25% |
Fire | +20% |
Cold | +21% |
All | +10% |
Offense: Damage Penetration
Acid | +27% |
Light | +32% |
All | +17% |
Defense: Base
Armour (hardiness) | 42 (38.536585365854%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 32 |
Mental Save | 55 |
Defense: Resistances
Mind | + 59%( 70%) |
Fire | + 51%( 70%) |
All | + 45%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Bleed Resistance | 70% |
Instadeath Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 0% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 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 148% efficiency and cooldown mod of 53%. |
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 141% efficiency and cooldown mod of 53%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 643% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Automated Cloak Tessellation |
beneficial effect | Inspired by a recent kill increasing all resistance by 8%. Orcish Triumph |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
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 |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 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 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (92 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (156 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. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Arcane/Master Power 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +17.0% Capacity 19 Ranged+ +32 acid +36 blight +4 arcane +4 mind On Hit: * 40% chance to blind On Crit: * splashes the target with acid * cripple the target While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Master/Psionic While equipped: dps ---------- Res.pen +10% all Apr +15 ----- def ----- Mind.save +14 (+5 eff.) ---------- misc Light +6 See.Stealth +14 See.Invis +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Ego+] Master While equipped: Stats +7 Con dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +5% Resists +7% all Phys.save +11 (+4 eff.) ---------- misc Light +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T5 hands armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) Apr +10 ----- def ----- Armour +6 Mind.save +10 (+4 eff.) Max.HP +40.00 ---------- misc Talents +5 Toxic Cannister Launcher Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 torque charm [Ego+] Psionic Fire a blast of psionic energies in a range 7 beam dealing 260.15 to 520.30 mind damage Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +64.00 HP.reg +1.20 Heal.mod +15% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+10 eff.) Steampwr +40 (+8 eff.) Spell.pwr +40 (+15 eff.) Mind.pwr +40 (+12 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
In main hand | ![]() 4.0 T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +25 lightning On Hit.r1 +6 light +80 20% chance of physical repulsion On Crit.r2 +6 light On Hit: * Slows global speed by 42% * 42% chance to blind Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +22% lightning +15% nature Res.pen +15% light ---------- misc Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +4 Dex +8 Wil +4 Cun ----- def ----- Fatigue -16% Phys.save +11 (+4 eff.) Spell.save +15 (+7 eff.) Mind.save +26 (+8 eff.) Max.HP +68.00 ---------- misc Max.enc +40 A belt that goes around your waist. |
In off hand | ![]() 4.0 T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 111% Range +8 Proj.spd +800% Ranged+ +11 lightning +11 cold On Hit.r1 +2 acid +2 mind +80 20% chance of physical repulsion On Hit: * 20% chance to cause random gloom Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% lightning +11% cold Res.pen +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Phys.save +14 (+5 eff.) Spell.save +18 (+8 eff.) Mind.save +20 (+6 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +12 (+4 eff.) Fatigue +9% Resists +5% all Phys.save +25 (+8 eff.) Die.at -200.00 life HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% ---------- misc Talents +1 Life Support You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (5 turns until ready) "We've done it, men. We cured death." |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 323% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 484% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +27% ---------- misc Masteries +0.12 Steamtech/Bullets mastery Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% physical Melee Ret 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% acid +14% physical +9% darkness +3% blight +6% cold +15% light +9% lightning Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Blind- +26% ---------- misc Infravis +4 See.Stealth +17 See.Invis +9 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +27% ---------- misc Infravis +4 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Spell.save +4 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 4.95 arcane and 4.95 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+10 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 4.0 T5 sling 1H weapon [Rare] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +20 fire On Hit: * 43% chance to cause random gloom While equipped: dps ---------- Dmg.mod +54% fire ----- def ----- Resists +30% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 29 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
![]() 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +8 light +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +9.0% Acc +11 (+3 eff.) ---------- misc Light +3 Infravis +2 See.Invis +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 1.0 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 Size +0 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. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +8 (+3 eff.) Phys.save +17 (+6 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+7 eff.) Resists +15% physical Phys.save +40 (+11 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.3 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 82 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. |
![]() 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. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +9 (+3 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +0 (+0 eff.) Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 132.44 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Gauntlets. But with steam power! |
![]() 1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 11 acid Dmg.mod +6% acid Acc +15 (+4 eff.) ----- def ----- Armour +3 Resists +7% acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +10 (+2 eff.) ----- def ----- Armour +8 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-3 eff.) Acc +0 (+0 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +0 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. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Dmg.mod +3% mind Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +3% Resists +10% acid +10% fire +10% cold +16% lightning Mind.save +20 (+6 eff.) Heal/summ +30 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +0 Cun +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Acc +0 (+0 eff.) Melee Ret 20 fire ----- def ----- Armour +7 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Resists +7% acid +5% fire +6% cold +8% lightning Mind.save +0 (+0 eff.) Heal.mod +10% Silence- +0% ---------- misc Light +0 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +2 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Mind.save +7 (+3 eff.) A cap made of leather. |
![]() 2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +8 Wil +2 Cun dps ---------- Phys.pwr +8 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +11% physical Phys.save +12 (+4 eff.) A hat made of leather. Very stylish. |
![]() 9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Hardiness +0% Defense +14 (+5 eff.) Fatigue +0% Crit.chn- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Cun +2 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +29.00 ---------- misc Max.stam +25.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +5 See.Stealth +11 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Ego+] Arcane/Psionic While equipped: ----- def ----- Resists +8% temporal +7% cold Mind.save +9 (+3 eff.) Def/telep +14 Res/telep +15% Dur/telep +22% ---------- misc Light +4 See.Stealth +21 See.Invis +15 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
great healing salve [power 437] great healing salve [power 437]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Heal 437 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful fiery salve [power 27] powerful fiery salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Remove 2 magical effects and grants a fiery aura (27% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 148% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Ranged+ +8 lightning +16 light On Hit.r1 +24 light On Crit.r2 +8 light On Hit: * 40% chance to blind * 25% chance for lightning to arc to a second target While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 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! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Rolaran the Orc Gunslinger level 11
40th Retaking 124th year of Ascendancy at 01:40 see stats
By Rolaran the Orc Gunslinger level 12
46th Retaking 124th year of Ascendancy at 00:04 see stats
By Rolaran the Orc Gunslinger level 29
40th Pain 124th year of Ascendancy at 23:46 see stats
By Rolaran the Orc Gunslinger level 28
31st Pain 124th year of Ascendancy at 03:43 see stats
By Rolaran the Orc Gunslinger level 50
34th Remembrance 125th year of Ascendancy at 16:42 see stats
By Rolaran the Orc Gunslinger level 10
38th Retaking 124th year of Ascendancy at 08:37 see stats
By Rolaran the Orc Gunslinger level 20
26th Revenge 124th year of Ascendancy at 13:11 see stats
By Rolaran the Orc Gunslinger level 30
14th Dearth 124th year of Ascendancy at 15:35 see stats
By Rolaran the Orc Gunslinger level 40
3rd Destruction 124th year of Ascendancy at 20:52 see stats
By Rolaran the Orc Gunslinger level 50
28th Remembrance 125th year of Ascendancy at 16:06 see stats
By Rolaran the Orc Gunslinger level 50
34th Remembrance 125th year of Ascendancy at 05:58 see stats
By Rolaran the Orc Gunslinger level 45
6th Remembrance 125th year of Ascendancy at 17:42 see stats
By Rolaran the Orc Gunslinger level 50
28th Remembrance 125th year of Ascendancy at 16:36 see stats
By Rolaran the Orc Gunslinger level 32
43rd Dearth 124th year of Ascendancy at 22:32 see stats
By Rolaran the Orc Gunslinger level 35
51st Loss 124th year of Ascendancy at 17:44 see stats
By Rolaran the Orc Gunslinger level 30
18th Dearth 124th year of Ascendancy at 23:21 see stats
By Rolaran the Orc Gunslinger level 50
34th Remembrance 125th year of Ascendancy at 05:58 see stats
By Rolaran the Orc Gunslinger level 36
1st Destruction 124th year of Ascendancy at 01:45 see stats
By Rolaran the Orc Gunslinger level 17
24th Revenge 124th year of Ascendancy at 23:35 see stats
By Rolaran the Orc Gunslinger level 34
30th Loss 124th year of Ascendancy at 09:35 see stats
By Rolaran the Orc Gunslinger level 27
2nd Pain 124th year of Ascendancy at 06:11 see stats
Log
Rolaran strafes with his steamguns!
Rolaran uses Double Shots.
Rolaran shoots!
Rolaran resists the mind attack!
Rolaran roars triumphantly.
Rolaran's Shoot hits Rolaran for 147 physical, 11 lightning, 26 acid, 3 arcane, 27 blight, 2 mind, 9 cold (226 total damage).
Rolaran's Shoot hits Rolaran for 134 physical, 25 lightning, 1 mind, 3 arcane, 27 blight (191 total damage).
Rolaran the level 50 orc gunslinger was poxed to death by himself in an act of extreme incompetence on level 3 of Ruins of a lost city.
You have 5 life(s) left.
Rolaran is no longer inspired.
Rolaran is less impervious to physical effects.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Rolaran's Shoot killed Rolaran!
Talent Vital Shot is ready to use.
Talent Trick Shot is ready to use.
Talent Hold the Ground is ready to use.
Talent Overheat Bullets is ready to use.
Talent Automated Cloak Tessellation is ready to use.
Rolaran tessellates his cloak!
Talent Agile Gunner is ready to use.
Rolaran activates Agile Gunner.
Saving done.
Rolaran roars triumphantly.
Saving game...