Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 | 
| Addons | Items Vault 1.0.1Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Anorithil | 
| Level / Exp | 16 / 53% | 
| Size | small | 
| Lifes / Deaths | Killed by Glolekira the war bear at level 10 on the 1st Dusk 122nd year of Ascendancy at 15:51 1 / 5Killed by enthralled slave at level 16 on the 77th Dusk 122nd year of Ascendancy at 07:16 Killed by Blood Master at level 16 on the 78th Dusk 122nd year of Ascendancy at 08:39 Killed by Blood Master at level 16 on the 78th Dusk 122nd year of Ascendancy at 08:52 Killed by Yikyik at level 16 on the 78th Dusk 122nd year of Ascendancy at 08:58  | 
Primary Stats
| Strength | 7 (base 10) | 
| Dexterity | 8 (base 10) | 
| Constitution | 24 (base 26) | 
| Magic | 37 (base 32) | 
| Willpower | 26 (base 10) | 
| Cunning | 37 (base 29) | 
Resources
| Life | 285/285 | 
| Positive | 89/95 | 
| Negative | 15/95 | 
| Healing Factor | 1.4 | 
| Regeneration | 2.03 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| See Stealth | 5.9999999999995 | 
| See Invisible | 7 | 
Offense: Mainhand
| Damage | 19 | 
| Accuracy | 2 | 
| Crit Chance | 9% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 36 | 
| Crit Chance | 23% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | 0% | 
| Lightning | +9% | 
| Light | +10% | 
| Temporal | +3% | 
| Acid | +6% | 
| Arcane | +4% | 
| Fire | +17% | 
| Cold | +5% | 
Defense: Base
| Armour (hardiness) | 2 (30%) | 
| Defense | 1.3 | 
| Ranged Defense | 1.3 | 
| Fatigue | 1 | 
| Physical Save | 20.925 | 
| Spell Save | 26.525 | 
| Mental Save | 36.025 | 
Defense: Resistances
| Acid | + 5%( 70%) | 
| Blight | + 56%( 70%) | 
| Cold | + 24%( 70%) | 
| All | 0%( 70%) | 
| Lightning | + 11%( 70%) | 
| Light | + 42%( 70%) | 
| Temporal | + 12%( 70%) | 
| Darkness | + 14%( 70%) | 
| Fire | + 21%( 70%) | 
| Nature | + 23%( 70%) | 
Defense: Immunities
| Stun Resistance | 29% | 
| Confusion Resistance | 52% | 
| Silence Resistance | 17% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 52% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 13% for 4 turns. Its effects scale with your Constitution stat.  | 
Class Talents
| Celestial / Sun | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Celestial / Eclipse | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Celestial / Twilight | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Star fury | 1.50 | 
  | 5/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Celestial / Light | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Celestial / Hymns | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Chants | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 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 | 
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 | 
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 | 
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 | 
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.  | 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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed warg claw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.'  | 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 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 | grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather.  | 
| 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head | mindwoven linen wizard hat of fire (+16%) (1 def, 0 armour) mindwoven linen wizard hat of fire (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% fire Changes damage: +11% fire Psi each turn: +0.14 Mindpower: +3 Mental crit. chance: +3% A pointy cloth hat, very wizardly...  | 
| Tool | Manekhad the iron torque of kinetic psionic shield [power 39]  (30 cooldown) Manekhad the iron torque of kinetic psionic shield [power 39]  (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% nature / +6% blight It can be used to setup a psionic shield, reducing all physical and acid damage by 39 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers | Blazetickler the steel ring Blazetickler the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 8 lightning Changes damage: +3% lightning Stun/Freeze immunity: +29% Life regen: +1.20 Rings can have magical properties.  | 
| On fingers | psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Blindness immunity: +23% See stealth: +6 See invisible: +7 Rings can have magical properties.  | 
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
| In main hand | Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze.  | 
| On hands | temporal rough leather gloves of magic (+3) (0 def, 1 armour) temporal rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Damage when the wearer hits(melee): 6 temporal Changes resistances: +6% temporal Changes damage: +4% arcane / +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor | dreamer's linen robe of the elements (0 def, 0 armour) dreamer's linen robe of the elements (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage when the wearer hits(melee): 6 fire / 5 cold / 6 lightning / 5 acid Damage when the wearer is hit: 6 fire / 6 cold / 6 lightning / 6 acid Changes resistances: +5% fire / +4% cold / +5% lightning / +5% acid Changes damage: +6% fire / +5% cold / +6% lightning / +6% acid Physical save: +11 Spell save: +11 Mental save: +21 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak | linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil / +2 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | starlit steel amulet of constitution (+3) starlit 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: +14% darkness / +12% light Blindness immunity: +29% Amulets can have magical properties.  | 
Inventory
insulating steel amulet of the fish insulating steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold / +10% fire Allows you to breathe in: water Amulets can have magical properties.  | 
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals.  | 
72 alchemist agate 72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals.  | 
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals.  | 
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.  | 
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals.  | 
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 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.  | 
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals.  | 
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals.  | 
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals.  | 
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Level 10
			Got a character to level 10.By Yikyik the Yeek Anorithil level 10
1st Dusk 122nd year of Ascendancy at 14:14 see stats
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Yikyik the Yeek Anorithil level 11
10th Dusk 122nd year of Ascendancy at 06:28 see stats
			The Arena
			Unlocked Arena mode.By Yikyik the Yeek Anorithil level 8
7th Flare 122nd year of Ascendancy at 01:15 see stats
			The secret city
			Discovered the truth about mages.By Yikyik the Yeek Anorithil level 14
23rd Dusk 122nd year of Ascendancy at 07:51 see stats
			Thralless
			Freed at least 30 enthralled slaves in the slavers compound.By Yikyik the Yeek Anorithil level 16
77th Dusk 122nd year of Ascendancy at 18:56 see stats
Log
From the brink of death you seem to be yanked to another plane.
Saving game...
Blood Master killed Yikyik!
Talent Moonlight Ray is ready to use.
Talent Firebeam is ready to use.
Saving done.
You are sent back to the material plane!
Yikyik casts Rune: Teleportation.
Blood Master activates Charged Aura.
Yikyik hits Blood Master for 7 fire, 6 cold, 15 lightning, 5 acid (34 total damage).
Blood Master hits Yikyik for 77 physical, 3 light (80 total damage).
Yikyik casts Providence.
Blood Master activates Kinetic Aura.
Yikyik hits Blood Master for 7 fire, 6 cold, 15 lightning, 5 acid (34 total damage).
Blood Master hits Yikyik for 15 lightning, 100 physical, 3 light (119 total damage).
Yikyik hits Blood Master for 7 fire, 6 cold, 15 lightning, 5 acid (34 total damage).
Blood Master hits Yikyik for 107 physical, 17 physical (124 total damage).
Yikyik the level 16 yeek anorithil was tortured to death by Blood Master on level 3 of Ring of Blood.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Blood Master killed Yikyik!
Talent Healing Light is ready to use.
Saving done.
Saving game...
