
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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: |
Campaign | Arena |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 20 / 26% |
Size | medium |
Lifes / Deaths | Killed by master slinger at level 20 on the 76th Pyre 122nd year of Ascendancy at 12:49 5 / 1 |
Primary Stats
Strength | 38 (base 17) |
Dexterity | 41 (base 36) |
Constitution | 30 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 46 (base 46) |
Resources
Life | -5/514 |
Stamina | 38/97 |
Healing Factor | 0.7093220338983 |
Regeneration | 4.2779345941346 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +127.62976122938% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Barehand
Damage | 76 |
Accuracy | 50 |
Crit Chance | 23% |
APR | 3 |
Speed | 0.89 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | -10% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 7 |
Physical Save | 21 |
Spell Save | 7 |
Mental Save | 19 |
Defense: Resistances
Cold | + 18%( 70%) |
Fire | + 18%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 32% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. |
Class Talents
Technique / Pugilism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Unarmed discipline | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Precise Strikes |
talent | Striking Stance |
beneficial effect | Increases global action speed by 28%. Reflexive Dodging |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 36% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
detrimental effect | Huge cut that bleeds, doing 10.40 physical damage per turn and decreasing all heals received by 44%. Deep Wound |
beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | Huge cut that bleeds, doing 1.46 physical damage per turn. Bleeding |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Silence immunity: +32% Mana each turn: +0.12 Rings can have magical properties. |
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +4 Str When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% fire / +5% cold A cap made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() mindweaver's steel amulet of vision Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Mental save: +6 (+3 eff.) Blindness immunity: +11% Confusion immunity: +12% Mindpower: +7 (+4 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.15 Technique / Pugilism Pinning immunity: +22% Knockback immunity: +24% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 135% 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 can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
![]() Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to disease Damage (Melee): +6 blight Burst (radius 1) on hit: +5 fire Sharp, long, and deadly. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() steady yew longbow of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +8 nature When wielded/worn: Accuracy: +14 (+5 eff.) Physical crit. chance: +3.0% Changes resistances: +6% all Changes resistances penetration: +12% nature Longbows are used to shoot arrows at your foes. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +7.00 It can be used to creates a wall of flames lasting 4 turns (dealing 123 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Scarlet Fury the Cornac Brawler level 17
76th Pyre 122nd year of Ascendancy at 00:43 see stats
By Scarlet Fury the Cornac Brawler level 10
75th Pyre 122nd year of Ascendancy at 04:13 see stats
By Scarlet Fury the Cornac Brawler level 20
76th Pyre 122nd year of Ascendancy at 10:20 see stats
Log
Master slinger uses Infusion: Movement.
Master slinger is moving freely.
Master slinger shoots!
Master slinger's Shoot performs a ranged critical strike against Scarlet Fury!
Scarlet Fury is cut deeply.
Master slinger hits Scarlet Fury for (7 resist armour), 0 physical, (5 resist armour), 0 fire (0 total damage).
Master slinger's Shoot hits Scarlet Fury for (20 resist armour), 27 physical, (8 resist armour), 0 nature, (1 resist armour), 0 physical (27 total damage).
Master slinger is moving at extreme speed!
Scarlet Fury throws two quick punches.
Scarlet Fury slows down.
Master slinger hits Scarlet Fury for (9 resist armour), 0 fire, (9 resist armour), 0 fire (0 total damage).
Scarlet Fury hits Master slinger for (72 blocked), 0 physical, (68 blocked), 0 physical (0 total damage).
Master slinger shoots!
Scarlet Fury speeds up.
Option unlocked: New Class: Skirmisher (Rogue)
Master slinger's Shoot hits Scarlet Fury for (20 resist armour), 52 physical, (15 resist armour), 0 physical, (7 resist armour), 0 cold (52 total damage).
Talent Infusion: Regeneration is ready to use.
Deep Wound from Master slinger hits Scarlet Fury for (9 resist armour), 0 physical (0 total damage).
Bleeding from Master slinger hits Scarlet Fury for (1 resist armour), 0 physical (0 total damage).
Master slinger's Shoot hits Scarlet Fury for (20 resist armour), 14 physical (14 total damage).
Scarlet Fury the level 20 cornac brawler was battered to death by a master slinger on level 25 of The Arena.
Master slinger's Shoot killed Scarlet Fury!
Scarlet Fury feels pain again.
Scarlet Fury's deep wound closes.
Scarlet Fury stops bleeding.
Scarlet Fury slows down.
Scarlet Fury deactivates Exploit Weakness.
Scarlet Fury deactivates Precise Strikes.
Scarlet Fury deactivates Striking Stance.