








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 13 / 0% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 6 on the 5th Flare 122nd year of Ascendancy at 09:25 2 / 2Killed by ritch flamespitter at level 7 on the 5th Flare 122nd year of Ascendancy at 10:30 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 40 (base 36) |
Constitution | 19 (base 10) |
Magic | 14 (base 10) |
Willpower | 22 (base 10) |
Cunning | 41 (base 26) |
Resources
Life | 391/391 |
Stamina | 166/166 |
Paradox | 300 |
Healing Factor | 1.0714285714286 |
Regeneration | 2.5178571428571 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 30.709119195249 |
See Invisible | 30.709119195249 |
Offense: Barehand
Damage | 66 |
Accuracy | 40 |
Crit Chance | 24% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Arcane | +5% |
Physical | +5% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Physical | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 18 (36.618610747051%) |
Defense | 40 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 12 |
Mental Save | 21 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 15%( 70%) |
Physical | + 12%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 16%( 70%) |
Temporal | + 9%( 70%) |
Arcane | + 5%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 10% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Dexterity 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 258 damage for 3 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 438% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 15% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
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 temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved talent Precognition (+1 level(s)). | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun Changes resistances: +5% lightning / +5% temporal Critical mult.: +3.00% Maximum life: +30.00 Infravision radius: +2 A pair of boots made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 mind Changes stats: +4 Mag Changes resistances: +6% mind Changes damage: +5% arcane / +5% mind When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (Melee): +6 arcane Burst (radius 2) on crit: +7 arcane / +9 mind Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +7 Str / +2 Dex / +2 Wil / +6 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% blight / +6% lightning Disease immunity: +5% Disarm immunity: +20% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 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 Silence immunity: +22% Mana each turn: +0.12 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +4 Fatigue: -5% Changes resistances: +3% blight Life regen: +1.00 Maximum life: +20.00 Amulets can have magical properties. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 30.24 to 37.80 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Wil Changes resistances: +15% nature Changes resistances penetration: +20% blight Changes damage: +12% nature Critical mult.: +12.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +1 Wil / +1 Con Changes resistances: +5% arcane Pinning immunity: +10% Mindpower: +8 (+4 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +7 Cun Changes resistances: +5% lightning / +6% temporal / +6% fire A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 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
By Xeny the Cornac Brawler level 10
7th Dusk 122nd year of Ascendancy at 06:32 see stats
By Xeny the Cornac Brawler level 9
2nd Dusk 122nd year of Ascendancy at 15:08 see stats
By Xeny the Cornac Brawler level 6
1st Mirth 122nd year of Ascendancy at 12:09 see stats
Log
Xeny receives 11 healing.
Ritch flamespitter spits flames!
Ritch flamespitter hits Xeny for (11 resist armour), 51 fire (51 total damage).
There is a ladder to the next level here (press '' or right click to use).
Resting starts...
Xeny stops regenerating health quickly.
Talent Double Strike is ready to use.
Xeny has finished recovering.
Talent Concussive Punch is ready to use.
Xeny feels pain again.
Xeny no longer has a cursed wound.
Talent Tumble is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Vitality is ready to use.
Talent Rune: Shielding is ready to use.
Talent Axe Kick is ready to use.
Talent Evasion is ready to use.
Rested for 60 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).
Ran for 8 turns (stop reason: at exit).
Xeny deactivates Striking Stance.