Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Ignore Race/Class Locks 1.0.1 Wights 1.0.0 Constitution based stamina, and other stamina buffs 1.0.1 Class: Battledancer 1.0.4 Alternate Zones Option 1.0.4 ZOmnibus Addon Pack 1.0.3 Inscription Tweaks 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Battledancer |
| Level / Exp | 4 / 57% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 19 (base 18) |
| Dexterity | 25 (base 22) |
| Constitution | 12 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 147/147 |
| Stamina | 74/74 |
| Healing Factor | 1 |
| Regeneration | 0.29 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 31 |
| Crit Chance | 8% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11.7 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Physical | +11% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 11.25 |
| Ranged Defense | 14.25 |
| Fatigue | 5 |
| Physical Save | 10.85 |
| Spell Save | 7.7 |
| Mental Save | 12.35 |
Defense: Resistances
| Physical | + 11%( 70%) |
| Acid | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 76 life over 5 turns. |
Class Talents
| Technique / Combat dancing | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dance floor movements | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Adrenaline actions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Adrenaline control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual combat training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Presto |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| On fingers | copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
| On hands | corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour) corrosive rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 acid Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
| On head | clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mental save: +5 A pointy cloth hat, very wizardly... |
| Light source | brass lantern brass lantern2.00 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 | lightening linen cloak (1 def, 0 armour) lightening linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | iron double sided sword of crippling (8.5-11.9 power, 1 apr) iron double sided sword of crippling (8.5-11.9 power, 1 apr)Requires: - Dexterity 14 Crafted by a master 3.00 Encumbrance. Type: weapon / double_weapon ; tier 1 It must be held with both hands. Base power: 8.5 - 11.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% A two-sided sword. This weapon has a chance to perform an extra offhand attack. Two-sided swords require the double weapons mastery talent to use correctly. |
Inventory
clearing infusion of the warrior (cure magical, physical, mental) clearing infusion of the warrior (cure magical, physical, mental)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects. 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. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Achievements
Log
Resting starts...
BladeWolf calms down.
BladeWolf stops attacking faster and faster.
Rested for 69 turns (stop reason: all resources and life at maximum).
BladeWolf picks up (a.): wild infusion of the warrior (resist 12%; cure magical).
BladeWolf picks up (a.): sun infusion of the psychic (rad 5; power 34; turns 4; dispells darkness).
BladeWolf picks up (a.): clearing infusion of the warrior (cure magical, physical, mental).
BladeWolf picks up (a.): clearing infusion (cure magical, physical).
BladeWolf picks up (d.): wild infusion (resist 10%; cure magical).
BladeWolf picks up (c.): regeneration infusion of the wizard (heal 97 over 5 turns).
BladeWolf picks up (g.): phase door rune of the duelist (range 8; power 20; dur 3).
BladeWolf picks up (g.): phase door rune (range 6; power 15; dur 3).
BladeWolf picks up (a.): clearing infusion (cure magical, physical, mental).
There is a way to the next level here (press '' or right click to use).
Ran for 53 turns (stop reason: at exit).
You gain 1.11 gold from the transmogrification of iron mail armour of cold resistance (2 def, 4 armour).
You gain 0.33 gold from the transmogrification of stabilizing rough leather belt.
You gain 2.05 gold from the transmogrification of phase door rune of the duelist (range 8; power 20; dur 3).
You gain 1.55 gold from the transmogrification of phase door rune (range 6; power 15; dur 3).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 12%; cure magical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 10%; cure magical).
You gain 1.13 gold from the transmogrification of sun infusion of the psychic (rad 5; power 34; turns 4; dispells darkness).
You gain 1.18 gold from the transmogrification of regeneration infusion of the wizard (heal 97 over 5 turns).
You gain 1.00 gold from the transmogrification of clearing infusion (cure magical, physical, mental).
You gain 1.00 gold from the transmogrification of clearing infusion (cure magical, physical).
Saving done.
There is a way to the previous level here (press '' or right click to use).
