















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Embers of Rage 1.6.7Official 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:
Ashes of Urh'Rok 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion! |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Annihilator |
| Level / Exp | 33 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Xanibeth the zombie bunny at level 33 on the 28th Revenge 124th year of Ascendancy at 07:42 / 1 |
Primary Stats
| Strength | 25 (base 12) |
| Dexterity | 29.467302414092 (base 38) |
| Constitution | 47 (base 38) |
| Magic | 13 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 81 (base 60) |
Resources
| Life | -40/996 |
| Steam | 52/137 |
| Healing Factor | 1.2557603686636 |
| Regeneration | 31.707949308756 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +53.571428571429% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Stealth | 39 |
| See Invisible | 39 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 60 |
| Crit Chance | 48% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +9% |
| Lightning | +21% |
| Light | +10% |
| Mind | +18% |
| Blight | +12% |
| Acid | +21% |
| Fire | +22% |
| All | +0% |
Offense: Damage Penetration
| Temporal | +10% |
| Lightning | +35% |
| Fire | +5% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 38.847533513345 (68.311688311688%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 28 |
| Physical Save | 45 |
| Spell Save | 19 |
| Mental Save | 32 |
Defense: Resistances
| Acid | 35%( 70%) |
| Blight | 15%( 70%) |
| Cold | 56%( 70%) |
| All | 3%( 70%) |
| Darkness | 24%( 70%) |
| Light | 19%( 70%) |
| Temporal | 15%( 70%) |
| Fire | 68%( 70%) |
| Lightning | 40%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Disarm Resistance | 20% |
| Knockback Resistance | 34% |
| Confusion Resistance | 30% |
| Stun Resistance | 78% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. |
| Implants | Effective talent level: 1.3 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 137% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.3 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 114% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gadgets | 1.60 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Steamtech / Magnetism | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| detrimental effect | Reduces global action speed by 86%. Slow |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | The target is surrounded by a static shield, increasing all resistances by 13% and causing attacks against them to trigger a shield attack for 74% damage as lightning. Static Shield |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 31.34 blight damage per turn. Decrepitude Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | 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 |
Hunt for the legendary Plumpkin! | active |
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 |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | 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 |
Kaltor&LIGHT_GREEN The Grumpy Shopowner | done |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | 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 | Cloudenvy (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +5 Str / +2 Dex / +1 Cun Changes resistances: +6% acid Changes resistances penetration: +10% lightning Changes damage: +21% lightning Talent granted: +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | alchemist&039;Blazeglory&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Damage when hit (Melee): 4 mind Changes resistances penetration: +25% lightning Changes damage: +18% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +10% darkness Changes damage: +10% light Mental save: +6 (+3 eff.) Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | restful hardened leather gloves of dexterity (+4) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Changes stats: +4 Dex Talent granted: +1 Sand Shredder Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | soothing yew wand of shielding [power 230] (19.5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | AeribregawynInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +3% acid / +32% fire / +6% light Changes damage: +16% fire Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +30% Stun/Freeze immunity: +38% Knockback immunity: +34% Life regen: +5.00 Only die when reaching: -40.00 life Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+5 eff.) Changes resistances: +15% acid / +12% temporal / +12% blight / +14% fire / +14% lightning / +23% cold Changes resistances penetration: +10% temporal Changes damage: +12% blight Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn& |
| Around neck | Scaldpiety the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% Damage when hit (Melee): 4 fire Changes stats: +6 Str / +8 Con Changes resistances: +9% acid Changes resistances penetration: +5% fire Changes damage: +6% fire Physical save: +31 (+10 eff.) Life regen: +15.00 Maximum life: +117.00 Amulets can have magical properties. |
| In main hand | steady stralite steamgun of cold Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Crit. chance: +16.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +7 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +2.0% Changes damage: +9% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Steampower: +5 (+1 eff.) It can be used to generate a personal shield that absorbs up to 242 damage and damages attackers striking the wearer for 37 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 15/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
| In off hand | Betuda the dwarven-steel shield (10 def, 6 armour, 27-32.4 power, 117.5 block)Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +118 Damage (radius 2) on crit: +8 acid When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +8% Changes resistances: +21% fire Changes damage: +21% acid Talent granted: +1 Block Reduces incoming crit damage: 10.00% Silence immunity: +20% Life regen: +2.00 Maximum life: +80.00 Handheld deflection devices. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +24% lightning / +15% cold Physical save: +10 (+3 eff.) Stun/Freeze immunity: +40% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | prismatic iron mail armour of cold resistance (2 def, 12 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +13% Damage when hit (Melee): 20 physical Changes resistances: +16% cold / +10% light / +11% darkness A suit of armour made of mail. |
Inventory
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-4 eff.) Defense: -10 (-5 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-10 eff.) Mindpower: -10 (-5 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal& |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 147] simple healing salve [power 147]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 147 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Mecha champi the Orc Annihilator level 11
17th Retaking 124th year of Ascendancy at 09:13 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Mecha champi the Orc Annihilator level 14
21st Retaking 124th year of Ascendancy at 15:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mecha champi the Orc Annihilator level 32
27th Revenge 124th year of Ascendancy at 15:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mecha champi the Orc Annihilator level 10
15th Retaking 124th year of Ascendancy at 02:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mecha champi the Orc Annihilator level 20
41st Retaking 124th year of Ascendancy at 07:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mecha champi the Orc Annihilator level 30
50th Retaking 124th year of Ascendancy at 01:28 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mecha champi the Orc Annihilator level 27
48th Retaking 124th year of Ascendancy at 01:35 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Mecha champi the Orc Annihilator level 22
42nd Retaking 124th year of Ascendancy at 23:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mecha champi the Orc Annihilator level 30
2nd Revenge 124th year of Ascendancy at 09:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mecha champi the Orc Annihilator level 17
28th Retaking 124th year of Ascendancy at 14:51 see stats
Log
Mad Archdruid&PURPLELASTLAST039;s manaburn arcane area effect hits Mecha champi for 0 arcane damage.
Mad Archdruid&PURPLELASTLAST039;s manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Mad Archdruid&PURPLELASTLAST039;s manaburn arcane area effect hits Mad druid for 108 arcane damage.
Mad Archdruid&PURPLELASTLAST039;s manaburn arcane area effect hits Zombie bunny for 0 arcane damage.
Rotting Disease from Belosewyn the mad druid hits Mecha champi for (45 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Belosewyn the mad druid hits Mecha champi for (38 absorbed), 0 blight (0 total damage).
Mad druid casts Blood Boil.
Mecha champi is free from the rotting disease.
Mad druid hits Mecha champi for (50 absorbed), 0 blight (0 total damage).
Mad druid receives 21 healing.
Xanibeth the zombie bunny spits acid!
Your shield crumbles under the damage!
The shield around Mecha champi crumbles.
Xanibeth the zombie bunny slows down.
Xanibeth the zombie bunny hits Mecha champi for (97 absorbed), (3 exoskeleton), 68 acid (68 total damage).
Raze hits Mecha champi for (7 exoskeleton), 7 darkness, (7 exoskeleton), 7 darkness, (0 exoskeleton), 13 darkness (27 total damage).
Melee retaliation hits Mecha champi for (4 exoskeleton), 4 acid, (2 exoskeleton), 2 fire (5 total damage).
Static Shield from Mecha champi hits Xanibeth the zombie bunny for 10 lightning damage.
Mecha champi the level 33 orc annihilator was shadowed to death by Xanibeth the zombie bunny (how pathetic) on level 2 of Pikataclysm.
Mecha champi speeds up.
Mecha champi is not silenced anymore.
Mecha champi is no longer pinned.
Mecha champi deactivates Exoskeleton.
Mecha champi is free from the hex.
Mecha champi is free from the decrepitude disease.
The static shield around Mecha champi crumbles.








































































