A lot can happen in a year, and in Tales of Maj’Eyal, a lot has indeed. Old disputes have been settled, more or less, numerous orcs run through by the sharpest of blades and blown up by the strongest of spells. And yet, all is not well, for a new evil threatens the lands. An evil so great that this time, success may be impossible. But even so, no guts no glory – the Sunwall must fall, in Embers of Rage!
Like 2014’s Ashes of Urh’Rok before it, Embers of Rage adds an insane amount of content to the game. New races, classes, items, enemies, zones – more of everything. More. More. More! For example, ever wanted to play as a hulking yeti or a crazed orc? Then this’d be the expansion to pick up (although I’d highly recommend the other one too), and that’s not even the best or biggest addition. More than twenty new zones have also been added, alongside… wait for it… implants! Yup. Told ya that a lot has happened in the past year, although I doubt anyone actually suspected technology would progress in that direction.
Not mere piles of stats and chain-stuns, these foes will provide unique challenges – suffer the Sunwall’s newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants’ elaborate defense systems, and find new strategies to adapt to each!
Oh and how about a brand new level 1-50 campaign, complete with “roughly 27,000 words of new lore”? That may sound like a lot of reading, but I’m sure you’ll be more than happy to catch up on various events whenever you’re not busy mastering the new talents or tinkering with your equipment. Rocket boots, hand cannon gloves, jetpacks… truly a fascinating time to be alive, fighting the good fight in this particular roguelike. Onward, to battle!