Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 | 
| Addons | Items Vault 1.0.0 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Summoner | 
| Level / Exp | 8 / 17% | 
| Size | small | 
| Lifes / Deaths | Killed by Subject Z at level 8 on the 3rd Mirth 122nd year of Ascendancy at 21:18 0 / 5Killed by Subject Z at level 8 on the 3rd Mirth 122nd year of Ascendancy at 22:23 Killed by Subject Z at level 8 on the 3rd Mirth 122nd year of Ascendancy at 22:41 Killed by Subject Z at level 8 on the 3rd Mirth 122nd year of Ascendancy at 23:25 Killed by Morloc at level 8 on the 3rd Mirth 122nd year of Ascendancy at 23:52  | 
Primary Stats
| Strength | 16 (base 16) | 
| Dexterity | 10 (base 12) | 
| Constitution | 6 (base 11) | 
| Magic | 12 (base 10) | 
| Willpower | 32 (base 22) | 
| Cunning | 26 (base 22) | 
Resources
| Life | 175/175 | 
| Equilibrium | 0 | 
| Healing Factor | 1.11 | 
| Regeneration | 0.8325 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 7 | 
Offense: Mainhand
| Damage | 7 | 
| Accuracy | 33 | 
| Crit Chance | 7% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 7 | 
| Accuracy | 33 | 
| Crit Chance | 7% | 
| APR | 17 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 6 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28.9 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +3% | 
| Blight | +4% | 
| Arcane | +4% | 
| Mind | +8% | 
| Nature | +3% | 
Defense: Base
| Armour (hardiness) | 5 (30%) | 
| Defense | 1 | 
| Ranged Defense | 1 | 
| Fatigue | 8 | 
| Physical Save | 12.7 | 
| Spell Save | 20.7 | 
| Mental Save | 22.15 | 
Defense: Resistances
| Cold | + 6%( 70%) | 
| Fire | + 6%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Silence Resistance | 12% | 
| Confusion Resistance | 47% | 
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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Its effects scale with your Strength stat.  | 
Class Talents
| Wild-gift / Summoning (distance) | 1.30 | 
  | 3/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Summoning (utility) | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Summoning (melee) | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 2/5 | 
  | 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 | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon | 
Quests
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done | 
Equipment
| On feet | insulating pair of rough leather boots (0 def, 1 armour) insulating 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: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather.  | 
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| On head | stabilizing rough leather cap of strength (+3) (0 def, 1 armour) stabilizing rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Physical save: +5 A cap made of leather.  | 
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| Around waist | protective rough leather belt of the mind protective rough leather belt of the mindPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Spell save: +6 Mindpower: +3 A belt that goes around your waist.  | 
| Main armor | spiked rough leather armour of Eyal (1 def, 2 armour) spiked rough leather armour of Eyal (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 10 physical Life regen: +0.50 Maximum life: +41.00 Healing mod.: +11% A suit of armour made of leather.  | 
| In off hand | mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +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.  | 
| Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Damage when the wearer is hit: 11 fire Changes damage: +6% mind Light radius: +2 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.  | 
| In main hand | horrifying mossy mindstar of slime (2-2.2 power, 12 apr, nature damage) horrifying mossy mindstar of slime (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 mind / 2 slime / 3 darkness Changes damage: +3% nature / +3% darkness / +2% mind Mindpower: +1 Mental crit. chance: +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.  | 
Inventory
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
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 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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
Log
Subject Z starts to surge mana.
Morloc is no longer pinned.
War hound misses Subject Z.
Subject Z casts Shadowstep.
Subject Z slows down.
Subject Z resists the mind attack!
Subject Z resists the mind attack!
Morloc is dazed!
Morloc hits Subject Z for 2 nature, 9 fire, 2 mind, 10 physical, 3 darkness, 15 blight, 2 nature, 9 fire, 2 mind, 10 physical, 3 darkness, 15 blight damage (total 76.61).
Subject Z hits Morloc for 73 darkness, 15 darkness, 46 darkness damage (total 133.24).
Subject Z killed Morloc!
Morloc the level 8 yeek summoner was shadowed to death by a Subject Z and bloodily smeared across the granite walls on level 4 of Ruined halfling complex.
You have no more lives left.
Morloc is not dazed anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Ritch Flamespitter is ready to use.
Your summoned war hound disappears.
Talent War Hound is ready to use.
Your summoned 3-headed hydra disappears.
Saving done.
Saving done.
Saving game...
