Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | 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:
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:
Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 20 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by sand-drake at level 13 on the 76th Dusk 122nd year of Ascendancy at 03:38 0 / 6Killed by rogue at level 15 on the 2nd Haze 122nd year of Ascendancy at 01:03 Killed by Ce'Nywyn the snow giant chieftain at level 16 on the 17th Haze 122nd year of Ascendancy at 17:02 Killed by Ce'Nywyn the snow giant chieftain at level 16 on the 17th Haze 122nd year of Ascendancy at 19:53 Killed by Urkis, the High Tempest at level 20 on the 38th Haze 122nd year of Ascendancy at 06:43 Killed by Urkis, the High Tempest at level 20 on the 38th Haze 122nd year of Ascendancy at 09:31 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 58 (base 37) |
| Constitution | 26 (base 24) |
| Magic | 20 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 47 (base 41) |
Resources
| Life | -45/471 |
| Healing Factor | 1.4324489795918 |
| Regeneration | 10.5285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 18 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 44 |
| Crit Chance | 24% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 44 |
| Crit Chance | 24% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 23 (69.309173272933%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0.70967741935484 |
| Physical Save | 20 |
| Spell Save | 12 |
| Mental Save | 20 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. |
| 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 100% efficiency and cooldown mod of 100%. |
| 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 101% efficiency and cooldown mod of 61%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 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 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Evasive Shots |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 177 HP on the iceblock remaining. Frozen |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost tinker from death by Tulydegund. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of hardened leather boots of uncanny dodging (5 def, 10 armour) miner's pair of hardened leather boots of uncanny dodging (5 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +3% Talent granted: +2 Rocket Boots Infravision radius: +1 A pair of boots made of leather. |
| Quiver | pouch of steel shots of crippling (20/22, 22.5-27 power, 2 apr) pouch of steel shots of crippling (20/22, 22.5-27 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +10.5% Capacity: 22 On weapon crit: * cripple the target When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Eilinemina the rough leather cap (0 def, 2 armour) Eilinemina the rough leather cap (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +0 Cun Changes resistances: +5% cold / +6% fire / +3% darkness / +3% temporal Mental save: +0 (+0 eff.) Blindness immunity: +15% Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A cap made of leather. |
| On hands | restful rough leather gloves of magic (+2) (0 def, 1 armour) restful rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Talent granted: +3 Fatal Attractor Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blindstriker (dig speed 16 turns) Blindstriker (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Str Changes resistances: +15% fire / +6% darkness / +18% light Changes damage: +6% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
| On fingers | steel ring 'Byradin' steel ring 'Byradin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +2 Mag / +2 Con Changes resistances: +24% cold Changes resistances penetration: +10% acid Changes damage: +18% acid / +12% cold Rings can have magical properties. |
| Around neck | serendipitous steel amulet of dexterity (+7) serendipitous steel amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+0 eff.) Changes stats: +7 Lck / +2 Dex Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| In main hand | Halirerim the dwarven-steel steamgun Halirerim the dwarven-steel steamgunRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +10 lightning Burst (radius 1) on hit: +4 arcane Attacks use: 2.0 Steam When wielded/worn: Armour: +5 Changes stats: +4 Dex Changes resistances: +3% nature Changes resistances penetration: +7% physical Changes damage: +11% lightning / +3% arcane Damage Shield penetration: +22% Defense after a teleport: +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+0 eff.) Stealth bonus: +5 Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
| In off hand | steel steamgun 'Tarrilar' steel steamgun 'Tarrilar'Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 On weapon hit: * 40% chance to corrode armour by 30% Travel speed: +600% Damage (Ranged): +7 lightning / +5 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% acid Changes resistances penetration: +5% blight / +12% physical Changes damage: +10% lightning / +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | troll-hide cured leather armour of acid resistance (2 def, 5 armour) troll-hide cured leather armour of acid resistance (2 def, 5 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Armour Hardiness: +20% Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% acid Life regen: +5.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet of perfection (0.11 Steamtech / Physics,0.11 Steamtech / Elusiveness) copper amulet of perfection (0.11 Steamtech / Physics,0.11 Steamtech / Elusiveness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.11 Steamtech / Physics +0.11 Steamtech / Elusiveness Amulets can have magical properties. |
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 (1/1) 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, costing 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. |
amazing healing salve [power 283] amazing healing salve [power 283]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 283, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 126] simple healing salve [power 126]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 126, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tulydegund the Skeleton Gunslinger level 16
5th Haze 122nd year of Ascendancy at 02:08 see stats
Exterminator
Killed 1000 creatures.By Tulydegund the Skeleton Gunslinger level 17
18th Haze 122nd year of Ascendancy at 12:08 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tulydegund the Skeleton Gunslinger level 16
5th Haze 122nd year of Ascendancy at 01:24 see stats
Level 10
Got a character to level 10.By Tulydegund the Skeleton Gunslinger level 10
28th Dusk 122nd year of Ascendancy at 15:32 see stats
Level 20
Got a character to level 20.By Tulydegund the Skeleton Gunslinger level 20
22nd Haze 122nd year of Ascendancy at 20:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tulydegund the Skeleton Gunslinger level 11
45th Dusk 122nd year of Ascendancy at 21:38 see stats
The Arena
Unlocked Arena mode.By Tulydegund the Skeleton Gunslinger level 7
20th Dusk 122nd year of Ascendancy at 00:57 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Tulydegund the Skeleton Gunslinger level 16
5th Haze 122nd year of Ascendancy at 02:08 see stats
The secret city
Discovered the truth about mages.By Tulydegund the Skeleton Gunslinger level 4
15th Dusk 122nd year of Ascendancy at 03:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tulydegund the Skeleton Gunslinger level 16
5th Haze 122nd year of Ascendancy at 02:51 see stats
Log
Hurricane from Urkis, the High Tempest hits Tulydegund for (13 resist armour), (8 absorbed), (12 to ice), 19 lightning (19 total damage).
Tulydegund hits Iceblock for 7 physical, 5 arcane, 12 fire (22 total damage).
Urkis, the High Tempest's Ice Shards hits Tulydegund for (13 resist armour), (11 to ice), 17 cold (17 total damage).
Urkis, the High Tempest casts Shock.
Tulydegund deflects the projectile from Urkis, the High Tempest to the south!
Hurricane from Urkis, the High Tempest hits Tulydegund for (13 resist armour), (32 to ice), 48 lightning (48 total damage).
Tulydegund hits Iceblock for 6 physical, 5 arcane, 12 fire (22 total damage).
Urkis, the High Tempest stops surging mana.
Hurricane from Urkis, the High Tempest hits Tulydegund for (13 resist armour), (30 to ice), 45 lightning (45 total damage).
Tulydegund uses Slumber.
Tulydegund's mind surges with critical power!
Tulydegund hits Iceblock for 8 physical, 6 arcane, 14 fire (26 total damage).
The Hurricane around Tulydegund dissipates.
Something hits Tulydegund for (13 resist armour), (62 to ice), 93 lightning (93 total damage).
Talent Trick Shot is ready to use.
Tulydegund hits Iceblock for 7 physical, 6 arcane, 14 fire (25 total damage).
Tulydegund hits Iceblock for 8 physical, 6 arcane, 14 fire (26 total damage).
Tulydegund performs a melee critical strike against Tulydegund!
Tulydegund shrugs off the critical damage!
Tulydegund hits Iceblock for 8 physical, 6 arcane, 14 fire (26 total damage).
Urkis, the High Tempest's Ice Shards hits Tulydegund for (13 resist armour), (11 to ice), 17 cold (17 total damage).
Urkis, the High Tempest's Ice Shards hits Tulydegund for (13 resist armour), (11 to ice), 17 cold (17 total damage).
Saving game...
