





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 ZOmnibus Addon Pack 1.7.4Forbidden 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 | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Brawler |
| Level / Exp | 20 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by crimson crystal at level 20 on the 76th Pyre 122nd year of Ascendancy at 23:17 5 / 1 |
Primary Stats
| Strength | 30 (base 13) |
| Dexterity | 45 (base 38) |
| Constitution | 32 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 53 (base 48) |
Resources
| Life | -32/596 |
| Stamina | 130/170 |
| Healing Factor | 1.2724420161895 |
| Regeneration | 1.0815757137611 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 74 |
| Accuracy | 40 |
| Crit Chance | 35% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| All | +11% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 1.7763568394003E-15 |
| Physical Save | 22 |
| Spell Save | 8 |
| Mental Save | 25 |
Defense: Resistances
| Cold | + 19%( 70%) |
| Mind | + 8%( 70%) |
| Fire | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Pinning Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 | piercing ash wand of conjuration [power 160] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 160 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's stralite ring0.1 T4 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +29% Knockbk- +25% Rings make your fingers look great! |
| Around neck | insulating gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +13% fire +14% cold Amulets make your neck look great! |
| Main armor | rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
| On hands | psychic's dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +7% Crit.mult +7.00% Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +2 Fatigue +3% Resists +8% mind Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +14.0% Atk.spd 100% On Crit.r2 +5 mind On Hit: 20% Psychic Lobotomy 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Around waist | insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +5% cold HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
Inventory
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
steel amulet of willpower (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil Amulets make your neck look great! |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+6 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] 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 +6 (+6 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +14.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged steel battleaxe (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Psionic Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit: * 14% chance to reduce all saves and defense by 17 While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of phasing (30-46 power, 21 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +6.5% Atk.spd 100% Phasing +16% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +32% Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of vileness (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +41% Massive two-handed battleaxes. |
steel greatmaul of daylight (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 light Against +13% Undead Massive two-handed mauls. |
stormbringer's stralite greatsword of torment (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +35 lightning +7 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +43% Res.pen +14% lightning +19% cold Massive two-handed swords. |
manaburning dwarven-steel mace of erosion (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Nature/Disrupt Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 nature On Hit: * 15 arcane resource burn Blunt and deadly. |
balanced steel waraxe of erosion (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% One-handed war axes. |
slime-covered steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 5% chance to slow global speed by 43% One-handed war axes. |
steel waraxe (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
vined mindstar of clarity (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of clarity (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +3% nature ----- def ----- Resists +8% blight Mind.save +4 (+2 eff.) Disease- +15% ---------- misc Max.psi +42.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel shield (0 def, 6 armour, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven cashmere robe of frost (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +12% cold ----- def ----- Resists +11% all +18% cold Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellwoven linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
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. |
245 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. |
cleansing ash wand of conjuration [power 150] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 150 acid damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Herison the Orc Brawler level 17
76th Pyre 122nd year of Ascendancy at 03:08 see stats
Level 10
Got a character to level 10.By Herison the Orc Brawler level 10
75th Pyre 122nd year of Ascendancy at 06:43 see stats
Level 20
Got a character to level 20.By Herison the Orc Brawler level 20
76th Pyre 122nd year of Ascendancy at 17:23 see stats
Size matters
Did over 600 damage in one attack.By Herison the Orc Brawler level 20
76th Pyre 122nd year of Ascendancy at 23:02 see stats
Log
Red crystal casts Flame Bolt.
Herison stops burning.
Herison uses Butterfly Kick.
Herison is on fire!
Ghoul uses Stun.
Ghoul misses Herison.
Herison throws Ghoul to the ground!
Ghoul is dazed!
Ghoul bites poison into Herison.
Ghoul misses Herison.
Herison throws Ghoul to the ground!
Ghoul is dazed!
Red crystal's Flame Bolt hits Herison for (9 flat reduction), 55 fire (55 total damage).
Herison hits Ghoul for 212 physical, 6 mind, 133 physical, 3 mind (354 total damage).
Herison hits Ghoul for 177 physical, 3 mind, 128 physical, 6 mind (314 total damage).
Herison is no longer inspired.
Talent Haymaker is ready to use.
Burning from Red crystal hits Herison for (9 flat reduction), 12 fire (12 total damage).
Crimson crystal casts Blood Grasp.
Herison throws two quick punches.
Ghoul is not dazed anymore.
You collect a new ingredient: chunk of ghoul flesh (1).
Herison roars triumphantly.
Herison hits Ghoul for 101 physical damage.
Herison killed Ghoul!
Crimson crystal receives 11 healing from Crimson crystal's Blood Grasp.
Crimson crystal's Blood Grasp hits Herison for (9 flat reduction), 64 blight (64 total damage).
Herison the level 20 orc brawler was fouled to death by a crimson crystal on level 30 of The Arena.























































































