Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.4.4 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.3.0Donators/Buyers bonus! Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Classic UI Buff Removal 1.3.1Allows the player to remove beneficial effects with a left click in classic ui. Ashes of Urh'Rok 1.4.0Official 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:
Add Steamtech trainer to Maj'Eyal Campaign 1.4.6 Custom Auto Use 1.3.1Adds additional options to talent auto-use Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Embers of Rage 1.4.4Official 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Dark Priest |
| Level / Exp | 126 / 32% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 55 (base 47) |
| Dexterity | 113 (base 100) |
| Constitution | 148 (base 100) |
| Magic | 99 (base 100) |
| Willpower | 17 (base 10) |
| Cunning | 107 (base 100) |
Resources
| Life | 4420/4364 |
| Mana | 1133/1123 |
| Stamina | 432/432 |
| Positive | 286/425 |
| Healing Factor | 1.3120000000001 |
| Regeneration | 0.32800000000003 |
Speed
| Mental | +81.073848901693% |
| Attack | 0% |
| Movement | +696.99059085067% |
| Spell | +11.37478981662% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1000 |
| Infravision | 5 |
| See Stealth | 22.519686746275 |
| See Invisible | 52.339812670996 |
| Stealth | 130.39252899283 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Barehand
| Damage | 53 |
| Accuracy | 84 |
| Crit Chance | 49% |
| APR | 0 |
| Speed | 0.55 |
Offense: Spell
| Spellpower | 97 |
| Crit Chance | 56% |
| Speed | 0.89786925896472 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Offense: Damage Penetration
| All | +17% |
Defense: Base
| Armour (hardiness) | 46.072520887984 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 29 |
| Mental Save | 30 |
Defense: Resistances
| All | + 97%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 0% |
| Silence Resistance | 98% |
| Instadeath Resistance | 100% |
| Blind Resistance | 98% |
Inscriptions (5/5)
| 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 179% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 301 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1002% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 12/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane Weapon | 1.30 |
| 1/5 |
| 11/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dark Adept | 1.50 |
| 1/5 |
| 12/5 |
| 5/5 |
| 12/5 |
| Spell / Unhealing | 1.50 |
| 11/5 |
| 7/5 |
| 12/5 |
| 12/5 |
| Cunning / Wicked Mind | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 1/5 |
| Cunning / Zeal | 1.30 |
| 4/5 |
| 6/5 |
| 5/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 12/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Shadow's Embrace |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Unworthy |
| talent | Stealth |
| talent | Arcane Reversal |
| talent | Shielding |
| talent | Wicked Fervor |
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. * 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 |
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
Inventory
Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+5 eff.) Spellpower: +40 (+7 eff.) Mindpower: +40 (+14 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+11 eff.) "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." |
Blazenight the voratun ring Blazenight the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Damage when hit (Melee): 8 blight / 8 arcane / 12 lightning Changes stats: +10 Dex / +14 Mag / +20 Wil / +10 Cun Changes resistances: +12% mind Changes damage: +3% mind Spell save: +20 (+10 eff.) Mental save: +20 (+10 eff.) Maximum mana: +140.00 Maximum vim: +30.00 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
Cap of the Undisturbed Mind (-10 def, 0 armour) 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 (-2 eff.) Defense: -10 (-3 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 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. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 174 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
sentry's pouch of voratun shots of corruption (43/43, 66.5-79.8 power, 18 apr) sentry's pouch of voratun shots of corruption (43/43, 66.5-79.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +7.0% Capacity: 43 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to curse the target Damage (Ranged): +18 blight / +19 darkness Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
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
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Zabuzan the Orc Dark Priest level 5
19th Retaking 124th year of Ascendancy at 23:32 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Zabuzan the Orc Dark Priest level 12
42nd Retaking 124th year of Ascendancy at 02:31 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Zabuzan the Orc Dark Priest level 45
39th Loss 124th year of Ascendancy at 02:18 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Zabuzan the Orc Dark Priest level 93
44th Revenge 125th year of Ascendancy at 05:23 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Zabuzan the Orc Dark Priest level 31
7th Dearth 124th year of Ascendancy at 03:58 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Zabuzan the Orc Dark Priest level 79
27th Revenge 125th year of Ascendancy at 13:23 see stats
Imp'ing Away (Roguelike)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Zabuzan the Orc Dark Priest level 68
27th Retaking 125th year of Ascendancy at 05:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Zabuzan the Orc Dark Priest level 10
35th Retaking 124th year of Ascendancy at 23:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Zabuzan the Orc Dark Priest level 20
15th Revenge 124th year of Ascendancy at 09:56 see stats
Level 30 (Roguelike)
Got a character to level 30.By Zabuzan the Orc Dark Priest level 30
4th Dearth 124th year of Ascendancy at 15:32 see stats
Level 40 (Roguelike)
Got a character to level 40.By Zabuzan the Orc Dark Priest level 40
50th Dearth 124th year of Ascendancy at 20:06 see stats
Level 50 (Roguelike)
Got a character to level 50.By Zabuzan the Orc Dark Priest level 50
25th Remembrance 125th year of Ascendancy at 16:05 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Zabuzan the Orc Dark Priest level 53
44th Remembrance 125th year of Ascendancy at 08:51 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By Zabuzan the Orc Dark Priest level 35
26th Dearth 124th year of Ascendancy at 09:14 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Zabuzan the Orc Dark Priest level 32
7th Dearth 124th year of Ascendancy at 19:41 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Zabuzan the Orc Dark Priest level 109
4th Pain 125th year of Ascendancy at 06:31 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Zabuzan the Orc Dark Priest level 17
7th Revenge 124th year of Ascendancy at 13:40 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Zabuzan the Orc Dark Priest level 14
49th Retaking 124th year of Ascendancy at 03:41 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Zabuzan the Orc Dark Priest level 60
4th Retaking 125th year of Ascendancy at 14:13 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Zabuzan the Orc Dark Priest level 35
27th Dearth 124th year of Ascendancy at 00:34 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Zabuzan the Orc Dark Priest level 37
34th Dearth 124th year of Ascendancy at 14:11 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By Zabuzan the Orc Dark Priest level 35
26th Dearth 124th year of Ascendancy at 09:14 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Zabuzan the Orc Dark Priest level 26
33rd Pain 124th year of Ascendancy at 21:35 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Zabuzan the Orc Dark Priest level 23
6th Pain 124th year of Ascendancy at 23:24 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Zabuzan the Orc Dark Priest level 7
26th Retaking 124th year of Ascendancy at 11:45 see stats
Log
Saving done.
You transfer amazing air recycler to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer amazing fungal web to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun power distributor to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun white light emitter to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Blazenight the voratun ring to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Zabuzan deactivates Shadow Feed.
Zabuzan deactivates Shadow Combat.
Zabuzan deactivates Unworthy.
Zabuzan deactivates Shadow's Embrace.
Zabuzan deactivates Shielding.
Zabuzan deactivates Wicked Fervor.
Zabuzan deactivates Arcane Shield.
Zabuzan deactivates Keen Senses.
Zabuzan deactivates Arcane Reversal.
Zabuzan deactivates Stealth.
