Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 | 
| Addons | Items Vault 1.0.0 Ignore Race/Class Locks 1.0.0  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Yeek | 
| Class | Necromancer | 
| Level / Exp | 20 / 46% | 
| Size | small | 
| Lifes / Deaths | Killed by skeleton mage at level 10 on the 3rd Mirth 122nd year of Ascendancy at 17:24 0 / 7Killed by skeleton warrior at level 10 on the 4th Mirth 122nd year of Ascendancy at 08:35 Killed by skeleton warrior at level 10 on the 4th Mirth 122nd year of Ascendancy at 09:46 Killed by Glorisewyn the yellow ooze at level 16 on the 19th Dusk 122nd year of Ascendancy at 06:34 Killed by Sandworm Queen at level 16 on the 19th Dusk 122nd year of Ascendancy at 10:55 Killed by dreaming horror at level 20 on the 32nd Dusk 122nd year of Ascendancy at 09:20 Killed by dreaming horror at level 20 on the 32nd Dusk 122nd year of Ascendancy at 10:24  | 
Primary Stats
| Strength | 8 (base 11) | 
| Dexterity | 10 (base 10) | 
| Constitution | 28 (base 22) | 
| Magic | 52 (base 47) | 
| Willpower | 36 (base 23) | 
| Cunning | 26 (base 19) | 
Resources
| Life | -27/266 | 
| Mana | 259/306 | 
| Souls | 6/10 | 
| Healing Factor | 1 | 
| Regeneration | 0.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +106% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 6 | 
| See Stealth | 5.9999999999995 | 
| See Invisible | 7 | 
| ESP Range | 10 | 
| ESP Kinds | humanoid/orc | 
Offense: Mainhand
| Damage | 25 | 
| Accuracy | 4 | 
| Crit Chance | 8% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30.8 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +11% | 
| Light | +6% | 
| Blight | +10% | 
| Arcane | +20% | 
| Fire | +5% | 
| Darkness | +26% | 
Offense: Damage Penetration
| Darkness | +5% | 
Defense: Base
| Armour (hardiness) | 13 (30%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 1 | 
| Physical Save | 20.8 | 
| Spell Save | 33.4 | 
| Mental Save | 34.85 | 
Defense: Resistances
| Lightning | + 16%( 70%) | 
| Mind | + 10%( 70%) | 
| Darkness | + 29%( 70%) | 
| Nature | + 10%( 70%) | 
| Fire | + 16%( 70%) | 
| Cold | + 30%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Silence Resistance | 48% | 
| Confusion Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 161 damage for 4 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1125% over 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat.  | 
Class Talents
| Spell / Nightfall | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Shades | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Necrotic minions | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Grave | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Advanced necrotic minions | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Necrosis | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 4/5 | 
  | 2/5 | 
  | 0/5 | 
| Spell / Divination | 1.20 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 2/5 | 
Effects
| talent | Necrotic Aura | 
| talent | Premonition | 
| detrimental effect | The target has recently taken distortion damage and is vulnerable to distortion effects. Distortion | 
| detrimental effect | The target is being ravaged by distortion, taking 43.94 physical damage and is losing one physical effect turn. Ravage | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)).  | done | 
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 gained talent category Celestial / Light (at mastery 0.80).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Magic by +2.  | 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 | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy  | active | 
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 | 
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.  | 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.  | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.'  | active | 
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: +5% cold / +6% fire A pair of boots made of leather.  | 
| Light source | brass lantern of the sun brass lantern of the sunPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% darkness Changes damage: +6% light Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 33.41 light damage within radius 4. The damage done will increase with your Spellpower. 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.  | 
| On head | eldritch cashmere wizard hat of seeing  (2 def, 0 armour) eldritch cashmere wizard hat of seeing  (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Mana each turn: +1.50 Mana when hit: +1.60 Maximum mana: +53.00 Infravision radius: +1 See stealth: +6 See invisible: +7 It can be used to activate talent Manaflow, placing all other charms into a 33 cooldown : Effective talent level: 2.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
| 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.  | 
| On fingers | wizard's steel ring of darkness (+24%) wizard's steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +6 Rings can have magical properties.  | 
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 49 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
| Around waist | blurring rough leather belt of the vagrant blurring rough leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Con Stealth bonus: +5 Mental save: +6 Mindpower: +4 A belt that goes around your waist.  | 
| In main hand | ethereal yew magestaff of channeling (20-24 power, 4 apr, arcane damage) ethereal yew magestaff of channeling (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +3 Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower: +11 Spell crit. chance: +3% Damage Shield penetration: +21% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 25 cooldown. Staves designed for wielders of magic, by the greats of the art.  | 
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. 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 5 power out of 24/24) : Effective talent level: 2.0 Power cost: 5 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 34.66 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.  | 
| Main armor | Sewerraptor the cashmere robe (2 def, 0 armour) Sewerraptor the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun Damage when the wearer hits(melee): 2 nature Damage when the wearer is hit: 20 acid Changes resistances: +16% lightning Changes damage: +11% lightning Critical mult.: +18.00% Mindpower: +2 Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak | Xerynor the elven-silk cloak (21 def, 10 armour) Xerynor the elven-silk cloak (21 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +21 Damage when the wearer is hit: 16 blight Changes resistances penetration: +5% darkness Changes damage: +14% darkness / +6% blight Stealth bonus: +23 Physical save: +9 Spell save: +10 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties.  | 
Inventory
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel mace of nature (25.5-35.7 power, 4 apr)blazebringer's dwarven-steel mace of nature (25.5-35.7 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 33% nature / 28% fire When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% nature / +8% fire Global speed: +2% Blunt and deadly.  | 
This item will automatically be transmogrified when you leave the level. leafwalker's dwarven-steel helm (0 def, 4 armour)leafwalker's dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% nature Spell save: +5 Maximum life: +61.00 Healing mod.: +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour of acid resistance (5 def, 11 armour)enlightening dwarven-steel plate armour of acid resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +1 Cun / +2 Wil Changes resistances: +18% acid Mental save: +13 A suit of armour made of metal plates.  | 
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals.  | 
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
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 164 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.  | 
Cloudzephyr of detection [power 7]  (13 cooldown) Cloudzephyr of detection [power 7]  (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer is hit: 16 lightning / 16 darkness Changes resistances penetration: +20% lightning Changes damage: +18% lightning It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 13 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			Exterminator
			Killed 1000 creatures.By Fenriz the Yeek Necromancer level 19
30th Dusk 122nd year of Ascendancy at 02:35 see stats
			Level 10
			Got a character to level 10.By Fenriz the Yeek Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 10:02 see stats
			Level 20
			Got a character to level 20.By Fenriz the Yeek Necromancer level 20
31st Dusk 122nd year of Ascendancy at 01:24 see stats
			That was close
			Killed your target while having only 1 life left.By Fenriz the Yeek Necromancer level 3
75th Pyre 122nd year of Ascendancy at 18:05 see stats
			The secret city
			Discovered the truth about mages.By Fenriz the Yeek Necromancer level 15
7th Flare 122nd year of Ascendancy at 21:18 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Fenriz the Yeek Necromancer level 18
27th Dusk 122nd year of Ascendancy at 20:50 see stats
			Unstoppable
			Returned from the dead.By Fenriz the Yeek Necromancer level 20
32nd Dusk 122nd year of Ascendancy at 09:20 see stats
Log
Dream seed is pulled in by the maelstrom!
Dream seed's mind suffers 0 psi damage from the attack.
Dreaming horror hits dream seed for 29 physical damage.
Oozing horror is invigorated by the attack!
Fenriz hits oozing horror for 27 arcane damage.
Talent Infusion: Regeneration is ready to use.
Dreaming horror hits Fenriz for 0 physical damage.
Fenriz uses Infusion: Regeneration.
Fenriz starts regenerating health quickly.
Talent Curse of the Meek is ready to use.
Fenriz stops regenerating health quickly.
Your shield crumbles under the damage!
The shield around Fenriz crumbles.
Dreaming horror hits Fenriz for 4 physical damage.
Fenriz casts Invoke Darkness.
Oozing horror is invigorated by the attack!
Fenriz hits oozing horror for 180 darkness damage.
Fenriz killed oozing horror!
Talent Chill of the Tomb is ready to use.
Dreaming horror hits Fenriz for 44 physical damage.
Fenriz speeds up.
Dreaming horror hits Fenriz for 44 physical damage.
Fenriz activates Premonition.
Saving done.
Saving done.
Saving game...
