
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Gunslinger |
| Level / Exp | 22 / 57% |
| Size | huge |
| Lifes / Deaths | Killed by Meari the giant at level 11 on the 2nd Dusk 122nd year of Ascendancy at 09:30 0 / 6Killed by zombie bunny at level 18 on the 4th Haze 122nd year of Ascendancy at 00:00 Killed by zombie bunny at level 19 on the 4th Haze 122nd year of Ascendancy at 02:39 Killed by Kelad, the One Who Stole Poosh at level 20 on the 19th Haze 122nd year of Ascendancy at 00:18 Killed by worm that walks at level 22 on the 28th Haze 122nd year of Ascendancy at 11:12 Killed by bandit at level 22 on the 34th Haze 122nd year of Ascendancy at 21:38 |
Primary Stats
| Strength | 29 (base 14) |
| Dexterity | 61 (base 33) |
| Constitution | 46 (base 34) |
| Magic | 19 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 52 (base 37) |
Resources
| Life | -17/587 |
| Steam | 58/100 |
| Healing Factor | 1.3567804250994 |
| Regeneration | 7.6658094018114 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 54 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 54 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Light | +12% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 33 (77.155997060385%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Light | + 35%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 16%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Cunning 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 150% efficiency and cooldown mod of 81%. Its effects scale with your Cunning 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 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.50 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed electric eel tail. * You've found the needed red crystal shard. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Emelylemira the pair of hardened leather boots (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Armour: +15 Changes stats: +8 Lck / +5 Dex Talent granted: +2 Rocket Boots Reduces incoming crit damage: 10.00% Stealth bonus: +10 Light radius: +3 A pair of boots made of leather. |
| Quiver | Lightningcutter the pouch of voratun shots (20/20, 54-64 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 blight / +5 light / +12 arcane Damage (radius 1) on hit: +16 lightning Damage against: +15% Undead When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | miner's rough leather hat of dexterity (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +3 Fatigue: +1% Changes stats: +3 Dex Light radius: +4 Infravision radius: +2 A hat made of leather. Very stylish. |
| On hands | restful hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Layyranor the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +3% darkness Rings make your fingers look great! |
| On fingers | marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +8 Rings make your fingers look great! |
| Around neck | warrior's steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% physical Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | enhanced steel steamgun of tinkering (+4) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +16.0% Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Mag / +5 Wil / +9 Cun / +4 Con Steampower: +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | blurring rough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +17 (+5 eff.) Stealth bonus: +6 Spell save: +5 (+3 eff.) Size category: +1 Slows Projectiles: +20% A belt that goes around your waist. |
| In off hand | iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +19 Crit. chance: +16.0% Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | thick linen cloak of protection (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% nature / +23% cold Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating cured leather armour of acid resistance (6 def, 7 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Armour Hardiness: +20% Defense: +6 (+2 eff.) Fatigue: +10% Changes resistances: +16% acid Life regen: +3.40 Stamina each turn: +0.70 A suit of armour made of leather. |
Inventory
schematic: Antimagic ShellRequires: - 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. |
schematic: Armour ReinforcementRequires: - 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. |
schematic: Back SupportRequires: - 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. |
schematic: Explosive ShellRequires: - 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. |
schematic: HeadlampRequires: - 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. |
schematic: Spike AttachmentRequires: - 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. |
schematic: Spring GrappleRequires: - 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. |
schematic: SteamgunRequires: - 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
potent pain suppressor salve [power 150] potent pain suppressor salve [power 150]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -150 life and reduces all damage by 15% for 5 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful healing salve [power 217] powerful healing salve [power 217]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 217 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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) Activation costs 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 Agdrok the Ogre Gunslinger level 22
29th Haze 122nd year of Ascendancy at 12:02 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Agdrok the Ogre Gunslinger level 20
19th Haze 122nd year of Ascendancy at 00:55 see stats
Exterminator
Killed 1000 creatures.By Agdrok the Ogre Gunslinger level 19
17th Haze 122nd year of Ascendancy at 12:53 see stats
Got eggs?
Finish the Pikataclysm event.By Agdrok the Ogre Gunslinger level 19
4th Haze 122nd year of Ascendancy at 02:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Agdrok the Ogre Gunslinger level 22
29th Haze 122nd year of Ascendancy at 11:33 see stats
Level 10
Got a character to level 10.By Agdrok the Ogre Gunslinger level 10
1st Summertide 122nd year of Ascendancy at 01:25 see stats
Level 20
Got a character to level 20.By Agdrok the Ogre Gunslinger level 20
18th Haze 122nd year of Ascendancy at 09:53 see stats
Myths of an age past
Learned all there is to learn about the Gods and the Godslayers.By Agdrok the Ogre Gunslinger level 22
29th Haze 122nd year of Ascendancy at 12:02 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Agdrok the Ogre Gunslinger level 22
29th Haze 122nd year of Ascendancy at 12:02 see stats
The Arena
Unlocked Arena mode.By Agdrok the Ogre Gunslinger level 8
6th Mirth 122nd year of Ascendancy at 21:06 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Agdrok the Ogre Gunslinger level 22
29th Haze 122nd year of Ascendancy at 12:02 see stats
The secret city
Discovered the truth about mages.By Agdrok the Ogre Gunslinger level 11
10th Flare 122nd year of Ascendancy at 01:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Agdrok the Ogre Gunslinger level 16
60th Dusk 122nd year of Ascendancy at 23:30 see stats
Log
Deadly Poison from Assassin Lord hits Agdrok for 51 nature damage.
Assassin Lord casts Illuminate.
Assassin Lord hits Lost Merchant for 60 light damage.
Assassin Lord hits Shadowblade for 46 light damage.
Assassin Lord hits Agdrok for 39 light damage.
Assassin Lord hits Something for 54 light damage.
Assassin Lord hits Shadowblade for 60 light damage.
You pickup 0.75 gold pieces.
You pickup 0.75 gold pieces.
Talent Dig is ready to use.
Talent Strafe is ready to use.
Talent Explosive Shell is ready to use.
Deadly Poison from Assassin Lord hits Agdrok for 51 nature damage.
Assassin Lord casts Phase Door.
Something misses Agdrok.
Something misses Agdrok.
Agdrok is no longer poisoned.
Assassin Lord casts Shadowstep.
Assassin Lord performs a melee critical strike against Lost Merchant!
Assassin Lord hits Lost Merchant for 177 darkness, 177 darkness (354 total damage).
Agdrok is not stunned anymore.
Assassin Lord activates his shadowy dagger!
Assassin Lord hits Agdrok for 81 darkness damage.
Bandit's aura of power vanishes.
Bandit stops regenerating health quickly.
Bandit misses Agdrok.
Bandit hits Agdrok for 35 physical damage.
Agdrok the level 22 ogre gunslinger was torn limb from limb to death by a bandit on level 2 of Unknown tunnels.




































































