










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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.
Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Instant Level 13 1.5.9 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 18 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 13 on the 3rd Summertide 122nd year of Ascendancy at 11:52 1 / 4Killed by Velylrawyn the sandworm at level 14 on the 12nd Dusk 122nd year of Ascendancy at 06:16 Killed by Aeraleda the stone troll at level 15 on the 26th Dusk 122nd year of Ascendancy at 09:05 Killed by netherworm mass at level 17 on the 33rd Dusk 122nd year of Ascendancy at 00:59 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 20 (base 18) |
| Magic | 62 (base 46) |
| Willpower | 64 (base 46) |
| Cunning | 33 (base 30) |
Resources
| Life | 255/255 |
| Mana | 304/304 |
| Equilibrium | 0 |
| Healing Factor | 1.0789473684211 |
| Regeneration | 0.26973684210526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 43.219112958011 |
| See Invisible | 43.219112958011 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 18 |
| Crit Chance | 27% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Lightning | +55% |
| Acid | +12% |
| Darkness | +12% |
| Cold | +12% |
| Arcane | +11% |
| Mind | +6% |
| Fire | +6% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 15.36754307463 (30%) |
| Defense | 30 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 12 |
| Spell Save | 41 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 44%( 70%) |
| All | 0%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 29%( 70%) |
| Mind | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 26% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 949% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Power |
| talent | Feather Wind |
| talent | Arcane Shield |
| talent | Secrets of the Eternals |
| talent | Shielding |
| talent | Blur Sight |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Liayne. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 Shardskin. * 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 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 15. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * 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. | 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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. | 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 |
Equipment
| On feet | pair of rough leather boots 'Demonvice' (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% fire / +6% cold Changes damage: +12% darkness A pair of boots made of leather. |
| Light source | Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 64 power out of 70/70) : Effective talent level: 2.0 Power cost: 64 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 36.21 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | Eremadustir the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -6% Changes stats: +1 Dex / +3 Mag / +2 Wil Changes resistances: +6% lightning / +6% temporal Grants telepathy: Dragon A pointy cloth hat, very wizardly... |
| On fingers | marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +7 Rings can have magical properties. |
| On fingers | Arcreign the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% cold / +5% arcane / +6% fire Changes damage: +12% lightning Spell save: +20 (+7 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
| Around waist | Shockstake the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +3% acid / +6% fire / +3% lightning / +6% cold Changes resistances penetration: +10% lightning Changes damage: +6% acid / +12% lightning A belt that goes around your waist. |
| In main hand | Xeremira the yew magestaff (120% power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +5.0% Fatigue: -6% Changes stats: +1 Dex / +7 Wil Changes resistances penetration: +10% mind Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Aeranariblek (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 mind Changes stats: +6 Mag / +1 Wil / +2 Cun Changes resistances: +7% light / +1% physical / +7% darkness / +7% mind Changes damage: +9% physical / +5% arcane / +6% mind Maximum life: +10.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 19 cooldown : Effective talent level: 1.0 Power cost: 19 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 68.33 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormwoven linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +5% cold Changes damage: +5% lightning / +5% physical / +6% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Velynn (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +1% physical Critical mult.: +12.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +12% cold Amulets can have magical properties. |
Inventory
3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
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 (121 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 after 40 turns, costing 185 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. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Liayne the Shalore Archmage level 18
33rd Dusk 122nd year of Ascendancy at 12:18 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Liayne the Shalore Archmage level 18
33rd Dusk 122nd year of Ascendancy at 23:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Liayne the Shalore Archmage level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Matrix style! (Nightmare (Adventure) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Liayne the Shalore Archmage level 13
75th Pyre 122nd year of Ascendancy at 00:26 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Liayne the Shalore Archmage level 13
74th Pyre 122nd year of Ascendancy at 22:03 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Liayne the Shalore Archmage level 14
5th Dusk 122nd year of Ascendancy at 12:53 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Liayne the Shalore Archmage level 13
3rd Mirth 122nd year of Ascendancy at 13:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Liayne the Shalore Archmage level 18
34th Dusk 122nd year of Ascendancy at 00:04 see stats
Log
You gain 8.08 gold from the transmogrification of restful hardened leather gloves of strength (+3) (0 def, 2 armour).
You gain 12.60 gold from the transmogrification of Gloreriaravena the gold ring.
You gain 36.00 gold from the transmogrification of 9 agate.
You gain 36.00 gold from the transmogrification of 9 spinel.
You gain 20.00 gold from the transmogrification of 5 ametrine.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
You gain 28.00 gold from the transmogrification of 7 citrine.
You gain 24.00 gold from the transmogrification of 6 zircon.
You gain 40.00 gold from the transmogrification of 5 aquamarine.
You gain 24.00 gold from the transmogrification of 3 amethyst.
You gain 12.00 gold from the transmogrification of emerald.
You gain 16.00 gold from the transmogrification of sapphire.
You gain 32.00 gold from the transmogrification of 4 topaz.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Your rod of recall glows brightly for a moment.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Liayne deactivates Shielding.
Liayne deactivates Secrets of the Eternals.
Liayne deactivates Stone Skin.
Liayne deactivates Feather Wind.
Liayne deactivates Arcane Shield.
Liayne deactivates Blur Sight.
Liayne deactivates Arcane Power.












































































