






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Better Item Description 1.5.10This 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 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: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Brawler |
| Level / Exp | 19 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by sunwall vindicator at level 10 on the 22nd Retaking 124th year of Ascendancy at 15:07 0 / 6Killed by sun-mage at level 11 on the 24th Retaking 124th year of Ascendancy at 10:16 Killed by worm that walks at level 18 on the 8th Revenge 124th year of Ascendancy at 07:10 Killed by blade horror at level 19 on the 9th Revenge 124th year of Ascendancy at 12:42 Killed by radiant horror at level 19 on the 10th Revenge 124th year of Ascendancy at 19:09 Killed by Islidawe the steam giant guard at level 19 on the 12nd Revenge 124th year of Ascendancy at 20:41 |
Primary Stats
| Strength | 41 (base 13) |
| Dexterity | 54 (base 41) |
| Constitution | 36 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 59 (base 42) |
Resources
| Life | -84/616 |
| Stamina | 54/154 |
| Healing Factor | 1.1893203883495 |
| Regeneration | 0.29733009708738 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 5 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Barehand
| Damage | 64 |
| Accuracy | 60 |
| Crit Chance | 38% |
| APR | 19 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -9% |
| Nature | -19% |
| Fire | -10% |
| Mind | -18% |
| All | -24% |
Defense: Base
| Armour (hardiness) | 13 (36.618610747051%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 13 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Nature | + 16%( 70%) |
| Temporal | + 12%( 70%) |
| Cold | + 16%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 41%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 30.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 130 damage for 5 turns. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.48 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Striking Stance |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| beneficial effect | Countering melee attacks: Has a 48% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The gloom reduces damage the target inflicts by 24%. Gloom Weakness |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 167% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| On head | grounding rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
| Tool | steel torque of psychoportation [power 28] (29/30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +14 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.4 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 154% 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. |
| On fingers | rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
| Around neck | insulating gold amulet of mastery (0.18 Cunning / Tactical)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% cold +15% fire ---------- misc Masteries +0.18 Cunning/Tactical Amulets can have magical properties. |
| Main armor | Ulfyregoleg the Ichorblur (9 def, 5 armour)2.0 T5 cloth armor [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +15% acid +14% fire +6% mind Melee Ret 8 nature ----- def ----- Armour +5 Defense +9 (+3 eff.) Resists +22% acid +21% fire Phys.save +21 (+9 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +6 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 | Saleth the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Mag +7 Wil dps ---------- Phys.crit +3.0% Spell.crit +5% Phys.pwr +3 (+0 eff.) Acc +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Mind.save +6 (+3 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Islivea the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue -4% Crit.dmg- 10.00% D.Red.from +24% Summoned Stealth +5 ---------- misc Light +2 Create a temporary shield that absorbs 170 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Inventory
movement infusion of the warrior (457% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 457% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 61)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% A pair of boots made of leather. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
2 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. |
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. |
3 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Crunch Brannigan the Whitehoof Brawler level 11
24th Retaking 124th year of Ascendancy at 11:43 see stats
Level 10
Got a character to level 10.By Crunch Brannigan the Whitehoof Brawler level 10
17th Retaking 124th year of Ascendancy at 06:04 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Crunch Brannigan the Whitehoof Brawler level 13
40th Retaking 124th year of Ascendancy at 14:00 see stats
Log
Crunch Brannigan hits Islidawe the steam giant guard for 39 physical damage.
Islidawe the steam giant guard is not dazed anymore.
Crunch Brannigan hits Islidawe the steam giant guard for 34 physical damage.
Talent Double Strike is ready to use.
Crunch Brannigan is dazed!
Crunch Brannigan hits Islidawe the steam giant guard for 7 nature damage.
Islidawe the steam giant guard hits Crunch Brannigan for (12 resist armour), (47 absorbed), 0 physical (0 total damage).
Crunch Brannigan throws two quick punches.
Crunch Brannigan hits Islidawe the steam giant guard for 11 physical, 12 physical (23 total damage).
Crunch Brannigan moves reluctantly!
Islidawe the steam giant guard performs a melee critical strike against Crunch Brannigan!
Crunch Brannigan is not dazed anymore.
Your shield crumbles under the damage!
The shield around Crunch Brannigan crumbles.
Crunch Brannigan is dazed!
Crunch Brannigan hits Islidawe the steam giant guard for 6 nature damage.
Islidawe the steam giant guard hits Crunch Brannigan for (12 resist armour), (83 absorbed), 45 physical (45 total damage).
A shield forms around Crunch Brannigan.
Crunch Brannigan uses Islivea the hardened leather belt!
Islidawe the steam giant guard is not stunned anymore.
Crunch Brannigan is weakened by the gloom.
Islidawe the steam giant guard performs a melee critical strike against Crunch Brannigan!
Crunch Brannigan is not dazed anymore.
Your shield crumbles under the damage!
The shield around Crunch Brannigan crumbles.
Crunch Brannigan is no longer being stalked by Islidawe the steam giant guard.
Saving game...








































































