Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 22 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued crystal at level 9 on the 10th Flare 122nd year of Ascendancy at 01:24 0 / 6Killed by Betoldann the drem at level 15 on the 53rd Dusk 122nd year of Ascendancy at 00:52 Killed by snow giant boulder thrower at level 20 on the 5th Haze 122nd year of Ascendancy at 16:01 Killed by Chronolith Twin at level 21 on the 14th Haze 122nd year of Ascendancy at 23:31 Killed by Isotha the vampire at level 22 on the 28th Haze 122nd year of Ascendancy at 13:56 Killed by Isotha the vampire at level 22 on the 28th Haze 122nd year of Ascendancy at 16:34 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 39) |
| Dexterity | 24 (base 21) |
| Constitution | 34 (base 26) |
| Magic | 10 (base 10) |
| Willpower | 57 (base 32) |
| Cunning | 26 (base 10) |
Resources
| Life | 559/559 |
| Stamina | 280/280 |
| Equilibrium | 30 |
| Healing Factor | 1.11 |
| Regeneration | 4.3845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.433333333333 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 63.592735907817 (43.636363636364%) |
| Defense | 25.95 |
| Ranged Defense | 26.95 |
| Fatigue | 25 |
| Physical Save | 38.725 |
| Spell Save | 39.725 |
| Mental Save | 42.35 |
Defense: Resistances
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 38% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Icy Skin |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 failed to protect the injured seer from death by sick great wolf. Escort: injured seer (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Willpower by +2. | 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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. The fortress's current energy level is: 2. | 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. | done |
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. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Soottyphoon the pair of hardened leather boots (0 def, 3 armour) Soottyphoon the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +2 Cun / +3 Dex Changes damage: +9% darkness Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +6 Blindness immunity: +30% Confusion immunity: +12% Light radius: +6 See stealth: +7 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Aduth (dig speed 22 turns) Aduth (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Defense: +2 Ranged Defense: +2 Changes stats: +5 Str Mental save: +6 Disease immunity: +20% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Aerumiba the gold ring Aerumiba the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Cun / +6 Wil Poison immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +5% Mindpower: +8 Rings can have magical properties. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| 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: +9 Stealth bonus: +6 Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
| In main hand | Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 Changes resistances: +4% all It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. |
| Main armor | radiant dwarven-steel mail armour of command (9 def, 12 armour) radiant dwarven-steel mail armour of command (9 def, 12 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +9 Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Cun / +1 Wil Changes resistances: +13% blight / +16% darkness Mental save: +10 Light radius: +2 A suit of armour made of mail. |
| Cloak | Unlightnail (1 def, 0 armour) Unlightnail (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 Defense: +1 Fatigue: -2% Changes resistances: +3% nature Changes damage: +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's steel amulet of constitution (+2) mindweaver's steel amulet of constitution (+2)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con / +2 Wil Mental save: +7 Confusion immunity: +10% Mindpower: +6 Amulets can have magical properties. |
Inventory
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, 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. |
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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Lilly Winters the Cornac Wyrmic level 12
9th Dusk 122nd year of Ascendancy at 19:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lilly Winters the Cornac Wyrmic level 22
38th Haze 122nd year of Ascendancy at 05:34 see stats
Exterminator
Killed 1000 creatures.By Lilly Winters the Cornac Wyrmic level 19
2nd Haze 122nd year of Ascendancy at 04:21 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lilly Winters the Cornac Wyrmic level 19
75th Dusk 122nd year of Ascendancy at 22:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lilly Winters the Cornac Wyrmic level 15
21st Dusk 122nd year of Ascendancy at 02:48 see stats
Level 10
Got a character to level 10.By Lilly Winters the Cornac Wyrmic level 10
10th Flare 122nd year of Ascendancy at 01:55 see stats
Level 20
Got a character to level 20.By Lilly Winters the Cornac Wyrmic level 20
3rd Haze 122nd year of Ascendancy at 16:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lilly Winters the Cornac Wyrmic level 21
12nd Haze 122nd year of Ascendancy at 09:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lilly Winters the Cornac Wyrmic level 22
19th Haze 122nd year of Ascendancy at 06:38 see stats
Unstoppable
Returned from the dead.By Lilly Winters the Cornac Wyrmic level 22
28th Haze 122nd year of Ascendancy at 16:34 see stats
Log
Today is the 41st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Saving done.
Today is the 42nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 43rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 45th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 46th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 47th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
You don't see how to get there...
Today is the 48th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:28.
Today is the 49th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 50th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
There is a Hidden compound here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest 'Till the Blood Runs Clear'! (Press 'j' to see the quest log)
Saving game...
Lilly Winters meditates on nature.
Lilly Winters activates Icy Skin.
Saving done.
