









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 17 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 17 on the 7th Decay 122nd year of Ascendancy at 16:23 4 / 1 |
Primary Stats
| Strength | 9 (base 11) |
| Dexterity | 11 (base 10) |
| Constitution | 26 (base 20) |
| Magic | 63 (base 44) |
| Willpower | 15 (base 10) |
| Cunning | 29 (base 25) |
Resources
| Life | 447/447 |
| Positive | 98/98 |
| Negative | 98/98 |
| Healing Factor | 1.2816586254954 |
| Regeneration | 1.6020732818693 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 13 |
| Crit Chance | 12% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Lightning | +3% |
| Light | +25% |
| Temporal | +15% |
| Blight | +5% |
| Physical | +19% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +10% |
| Darkness | +25% |
| Mind | +20% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 24 (60%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 23 |
| Mental Save | 20 |
Defense: Resistances
| Physical | + 12%( 70%) |
| Cold | + 26%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Bleed Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 light, 3 blight, 4 arcane, 3 darkness |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 611% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsUngrol 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 naga tongue. * '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.' * You've found the needed green worm. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Eilinema (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +2% Resists +2% physical +5% fire +6% mind +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +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. |
| On head | Demonkiss (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% darkness Res.pen +25% darkness +5% fire Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | pixie's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Acc +8 (+7 eff.) Apr +9 ----- def ----- Defense +8 (+8 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | titan's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | greater ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+3 eff.) Dmg.mod +15% physical +15% temporal +15% darkness +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Adogalaith the iron gauntlets (0 def, 9 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +9 Fatigue +1% Resists +3% nature +12% cold Max.HP +20.00 Heal.mod +5% Cut- +20% ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | Yvunne the Dazzlegrinder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +10% lightning +20% mind +10% light ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% light Mind.save +5 (+2 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Inventory
Duvykalthoneg0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical ----- def ----- Resists +1% physical Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
magewarrior's short ash vilestaff of greater warding (15-18 power, 3 apr, blight element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+6 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +15% blight Acc +7 (+6 eff.) ----- def ----- Armour +8 Defense +7 (+7 eff.) ---------- misc Wards +3 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of rage (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +6 (+6 eff.) One-handed war axes. |
steel dagger 'Daymaim' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% light Res.pen +20% light ----- def ----- Resists +3% light ---------- misc Hate/m.crit +4.00 Sharp, short and deadly. |
Flashstreak the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Arcane/Master While equipped: Stats +6 Str dps ---------- Melee+ 10 acid 15 fire Dmg.mod +3% lightning Res.pen +25% fire Melee Ret 8 acid 10 fire ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +15% acid +7% physical +12% darkness +37% fire +9% lightning ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Disease- +15% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
119 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vanteami the Shalore Anorithil level 16
33rd Haze 122nd year of Ascendancy at 18:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vanteami the Shalore Anorithil level 10
69th Dusk 122nd year of Ascendancy at 10:10 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Vanteami the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 14:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Vanteami the Shalore Anorithil level 9
63rd Dusk 122nd year of Ascendancy at 15:10 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Vanteami the Shalore Anorithil level 9
65th Dusk 122nd year of Ascendancy at 16:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vanteami the Shalore Anorithil level 17
7th Decay 122nd year of Ascendancy at 14:47 see stats
Log
Vanteami is stunned!
Melee retaliation hits Horned Horror for (4 flat reduction), 0 acid, (10 flat reduction), 0 blight, (2 flat reduction), 0 darkness (0 total damage).
Horned Horror hits Vanteami for (163 absorbed), 0 physical, (19 absorbed), 0 lightning (0 total damage).
Vanteami's darkness area effect hits Vanteami for (20 absorbed), 0 darkness (0 total damage).
Vanteami's darkness area effect hits Horned Horror for (20 flat reduction), 0 darkness (0 total damage).
Vanteami is silenced and cannot use Hymn of Detection.
Vanteami is silenced and cannot use Hymn of Shadows.
Vanteami is silenced and cannot use Chant of Fortitude.
Vanteami is silenced and cannot use Chant of Resistance.
You are unable to move!
Vanteami misses Horned Horror.
Your shield crumbles under the damage!
The shield around Vanteami crumbles.
Strangle Hold from Horned Horror hits Vanteami for (8 absorbed), 6 nature (6 total damage).
Horned Horror throws two quick punches.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (4 flat reduction), 0 blight, (1 flat reduction), 0 darkness, (2 flat reduction), 0 acid, (4 flat reduction), 0 blight, (1 flat reduction), 0 darkness (0 total damage).
Horned Horror hits Vanteami for 107 physical, 19 lightning, 107 physical (234 total damage).
Vanteami the level 17 shalore anorithil was struck to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Horned Horror killed Vanteami!
Saving game...
Saving done.
Talent Searing Light is ready to use.
Talent Darkest Light is ready to use.
Talent Starfall is ready to use.
Talent Rune: Prismatic is ready to use.










































































