





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | --- | 
| Mode | --- --- | 
| Sex | Male | 
| Race | Horror | 
| Class | Eldritch | 
| Level / Exp | 26 / 0% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 36 (base 36) | 
| Dexterity | 14 (base 12) | 
| Constitution | 18 (base 12) | 
| Magic | 46 (base 44) | 
| Willpower | 18 (base 10) | 
| Cunning | 14 (base 10) | 
Resources
| Life | 509/509 | 
| Hate | 100/100 | 
| Vim | 130/130 | 
| Healing Factor | 0.57113635492672 | 
| Regeneration | 0.57113635492672 | 
Speed
| Mental | -20% | 
| Attack | 0% | 
| Movement | +32.60995032651% | 
| Spell | -20% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 0 | 
| Infravision | 14 | 
| See Stealth | 6 | 
| See Invisible | 40 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 46 | 
| Accuracy | 50 | 
| Crit Chance | 5% | 
| APR | 10 | 
| Speed | 1.25 | 
Offense: Offhand
| Damage | 29 | 
| Accuracy | 50 | 
| Crit Chance | 6% | 
| APR | 11 | 
| Speed | 1.25 | 
Offense: Spell
| Spellpower | 53 | 
| Crit Chance | 2% | 
| Speed | 1.25 | 
Offense: Mind
| Mindpower | 18 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | -45% | 
| Light | -47% | 
| Cold | -50% | 
| Arcane | -50% | 
| Fire | -49% | 
| All | -60% | 
Offense: Damage Penetration
| Fire | +8% | 
Defense: Base
| Armour (hardiness) | 4 (30%) | 
| Defense | 22 | 
| Ranged Defense | 22 | 
| Fatigue | 7 | 
| Physical Save | 27 | 
| Spell Save | 30 | 
| Mental Save | 23 | 
Defense: Resistances
| Cold | + 49%(100%) | 
| Acid | +100%(100%) | 
| Light | + 35%(100%) | 
| Darkness | + 32%(100%) | 
| Blight | +100%(100%) | 
| Arcane | + 31%(100%) | 
| Fire | -9%(100%) | 
| All | + 19%(100%) | 
Defense: Immunities
| Disarm Resistance | 100% | 
| Stun Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (1/2)
| Runes | Effective talent level: 1.0Rune: Mirror Image Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (125% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. | 
Class Talents
| Corruption / Scourge | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Reaving combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Corruption / Rot | 0.80 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Corruption / Plague | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
| talent | Infestation | 
| talent | Worm that Walks Link | 
| talent | Ruin | 
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance.Shared Insanity | 
Quests
Equipment
| Tool |  Cut Drem Arm Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. | 
| On fingers |  wizard's steel ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Blindness immunity: +24% Infravision radius: +4 See stealth: +6 See invisible: +10 Rings make your fingers look great! | 
| On fingers |  rogue's gold ring of aether (+10%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +10% arcane Changes damage: +10% arcane Rings make your fingers look great! | 
| On fingers |  savior's copper ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! | 
| On fingers |  marksman's copper ring of light (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! | 
| Around waist |  blurring rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +6 Mental save: +5 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. | 
| Main armor |  cured leather armour 'Lustrewinnow' (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +15% acid / +16% fire / +17% cold Changes damage: +3% light Disease immunity: +10% A suit of armour made of leather. | 
| In off hand |  elemental dwarven-steel waraxe of enduring (123% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 90 fire damage (1/turn) When wielded/worn: Changes stats: +6 Con / +8 Wil Changes resistances penetration: +8% fire Changes damage: +11% fire Maximum life: +13.00 One-handed war axes. | 
| In main hand |  Emikira the steel waraxe (111% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Damage (Melee): +20 arcane Damage (radius 1) on hit: +8 temporal Damage (radius 2) on crit: +20 temporal When wielded/worn: Changes resistances: +5% arcane Changes damage: +15% acid Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. | 
Inventory
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! | 
|  titan's copper ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! | 
|  Bill's Tree Trunk (136% power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. | 
|  Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
|  prismatic cured leather armour of the wind (12 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +3.0% Armour: +4 Defense: +12 (+6 eff.) Fatigue: +7% Changes resistances: +10% light / +11% darkness Stamina each turn: +0.80 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 59 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. | 
|  Armidas the Murkbolt (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +14% nature / +3% light / +6% darkness Changes resistances penetration: +5% darkness / +5% light Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  Grinuzilakhad Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +1 Str / +4 Con Changes resistances: +3% all Critical mult.: +5.00% Spell save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum hate: +4.00 Light radius: +3 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. | 
Achievements
Log
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 19%; mental; dur 2; cd 16).
There is a previous level here (press '' or right click to use).
You give rogue's gold ring of aether (+10%) to worm that walks (servant of scylla 2).
You give wizard's steel ring of sensing to worm that walks (servant of scylla 2).
You give titan's copper ring of clarity to worm that walks (servant of scylla 2).
You give savior's copper ring of frost (+20%) to worm that walks (servant of scylla 2).
Character control switched to worm that walks (servant of scylla 2).
Worm that walks (servant of scylla 2) wears (replacing copper ring): wizard's steel ring of sensing.
Worm that walks (servant of scylla 2) wears (replacing copper ring): rogue's gold ring of aether (+10%).
Worm that walks (servant of scylla 2) wears (replacing copper ring): savior's copper ring of frost (+20%).
Character control switched to scylla 2.
You give Rungof's Fang to worm that walks (servant of scylla 2).
Character control switched to worm that walks (servant of scylla 2).
Rungof's Fang is not wearable.
worm that walks (servant of scylla 2) can not wear Grinuzilakhad.
worm that walks (servant of scylla 2) can not wear Grinuzilakhad.
Character control switched to scylla 2.
You give Armidas the Murkbolt (dig speed 38 turns) to worm that walks (servant of scylla 2).
You give Cut Drem Arm to worm that walks (servant of scylla 2).
Character control switched to worm that walks (servant of scylla 2).
Worm that walks (servant of scylla 2) wears: Cut Drem Arm.



























