Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Steamtech UI 1.0.5 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 20 / 71% |
| Size | small |
| Lifes / Deaths | Killed by Subject Z at level 8 on the 10th Mirth 122nd year of Ascendancy at 14:48 1 / 5Killed by Subject Z at level 8 on the 10th Mirth 122nd year of Ascendancy at 15:55 Killed by dreaming horror at level 18 on the 14th Haze 122nd year of Ascendancy at 14:47 Killed by Urkis, the High Tempest at level 20 on the 18th Haze 122nd year of Ascendancy at 23:44 Killed by Urkis, the High Tempest at level 20 on the 18th Haze 122nd year of Ascendancy at 23:52 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 15) |
| Dexterity | 12 (base 11) |
| Constitution | 27 (base 29) |
| Magic | 10 (base 10) |
| Willpower | 42 (base 36) |
| Cunning | 42 (base 28) |
Resources
| Life | -63/341 |
| Equilibrium | 0 |
| Healing Factor | 1.1 |
| Regeneration | 0.82499999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 28 |
| Crit Chance | 17% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 28 |
| Crit Chance | 13% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.066666666667 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +30% |
| Nature | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +3% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 21.85 |
| Ranged Defense | 21.85 |
| Fatigue | 0 |
| Physical Save | 18.65 |
| Spell Save | 22.1 |
| Mental Save | 25.381782182807 |
Defense: Resistances
| Blight | + 4%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 3%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 70% |
| Instadeath Resistance | 100% |
| Poison Resistance | 35% |
| Silence Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | You gain 10% resistance against lightning. Resolve |
Quests
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 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 talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 29. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 Light radius: +5 See stealth: +5 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Kindlewish the linen wizard hat (1 def, 0 armour) Kindlewish the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer is hit: 4 mind Changes resistances: +18% nature / +3% mind / +3% light Changes damage: +12% nature A pointy cloth hat, very wizardly... |
| On hands | sand dwarven-steel gauntlets of sorrow (0 def, 8 armour) sand dwarven-steel gauntlets of sorrow (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage when the wearer hits(melee): 7 physical / 13 mind / 12 darkness Changes damage: +5% physical Mental save: -13 Mindpower: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | rogue's steel ring of the mountain (+10%) rogue's steel ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
| On fingers | rogue's steel ring of the mountain (+12%) rogue's steel ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
| Around neck | insulating copper amulet of constitution (+2) insulating copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
| In main hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 54 power out of 10/60) : Effective talent level: 1.0 Power cost: 54 out of 10/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 28 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% cold / +6% fire Spell save: +6 A belt that goes around your waist. |
| In off hand | nature's vined mindstar of sand (5-5.5 power, 18 apr, mind damage) nature's vined mindstar of sand (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical Changes resistances: +3% physical / +4% blight Changes resistances penetration: +3% physical Changes damage: +3% physical / +3% nature Disease immunity: +12% Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Ivivena the cashmere cloak (2 def, 4 armour) Ivivena the cashmere cloak (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Changes stats: +2 Cun / +1 Dex Changes resistances: +9% darkness / +6% lightning Poison immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.12 to 144.36 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
radiant mossy mindstar of sand (2.5-2.75 power, 12 apr, mind damage) radiant mossy mindstar of sand (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +2 light When wielded/worn: Damage when the wearer is hit: 4 physical Changes resistances: +4% physical Changes resistances penetration: +3% physical Changes damage: +3% physical Mindpower: +3 Mental crit. chance: +2% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 42.14 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
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, costing 180 power out of 389/400. 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 is 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Liuran the Yeek Summoner level 11
12nd Dusk 122nd year of Ascendancy at 23:02 see stats
Bringer of Doom
Killed a Bringer of Doom.By Liuran the Yeek Summoner level 17
12nd Haze 122nd year of Ascendancy at 22:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Liuran the Yeek Summoner level 17
79th Dusk 122nd year of Ascendancy at 20:01 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Liuran the Yeek Summoner level 16
64th Dusk 122nd year of Ascendancy at 14:24 see stats
Level 10
Got a character to level 10.By Liuran the Yeek Summoner level 10
6th Dusk 122nd year of Ascendancy at 02:03 see stats
Level 20
Got a character to level 20.By Liuran the Yeek Summoner level 20
17th Haze 122nd year of Ascendancy at 11:12 see stats
The Arena
Unlocked Arena mode.By Liuran the Yeek Summoner level 12
57th Dusk 122nd year of Ascendancy at 09:58 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Liuran the Yeek Summoner level 16
64th Dusk 122nd year of Ascendancy at 17:33 see stats
Log
Hurricane from Urkis, the High Tempest hits Fire drake hatchling for 81 lightning damage.
Talent Jelly is ready to use.
Saving done.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Liuran is invigorated by the attack!
Liuran is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Fire drake for 70 lightning damage.
Hurricane from Urkis, the High Tempest hits Liuran for 64 lightning damage.
Hurricane from Urkis, the High Tempest hits The Eidolon for 0 lightning damage.
Hurricane from Urkis, the High Tempest hits Fire drake hatchling for 70 lightning damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Hurricane from Urkis, the High Tempest hits Fire drake for 75 lightning damage.
Hurricane from Urkis, the High Tempest hits Liuran for 69 lightning damage.
Hurricane from Urkis, the High Tempest hits The Eidolon for 0 lightning damage.
Hurricane from Urkis, the High Tempest hits Fire drake hatchling for 75 lightning damage.
Hurricane from Urkis, the High Tempest killed Fire drake hatchling!
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Liuran is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits Fire drake for 62 lightning damage.
Hurricane from Urkis, the High Tempest hits Liuran for 57 lightning damage.
Hurricane from Urkis, the High Tempest hits The Eidolon for 0 lightning damage.
Talent War Hound is ready to use.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Saving game...
