Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Items Vault 1.0.1Donators/Buyers bonus! Stoic class 1.0.5Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Druid Class 1.0.5Class: Battledancer 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Battledancer |
| Level / Exp | 5 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 5 on the 78th Pyre 122nd year of Ascendancy at 12:49 / 1 |
Primary Stats
| Strength | 20 (base 18) |
| Dexterity | 20 (base 17) |
| Constitution | 13 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 19 (base 18) |
| Cunning | 10 (base 10) |
Resources
| Life | -12/164 |
| Stamina | 14/14 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | +13.671606727582% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 28 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 0.88 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 27 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +23% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 2 (37.8%) |
| Defense | 1.104 |
| Ranged Defense | 1.104 |
| Fatigue | 6 |
| Physical Save | 11.55 |
| Spell Save | 15.45 |
| Mental Save | 22.555 |
Defense: Resistances
| Lightning | + 41%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 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%. |
Class Talents
| Technique / Combat dancing | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dance floor movements | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Adrenaline actions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Adrenaline control | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual combat training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 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 | Disconcert Concerto |
| talent | Minus minuet |
| talent | Presto |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Aether is going through an adrenaline rush and has the following effects: Adrenaline rushPhysical power: +8 Mental save: +7 Spell power: -11 Mental power: -11 Defense: -9 |
| beneficial effect | Aether is attacking faster and faster. Increases attack speed by 13.67% and critical hit chance by 2.73%. Accelerating strikes |
| beneficial effect | The target calls upon its inner resources, improving all damage by 13% and reducing all damage taken by 13%. Wrath of the Eternals |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You failed to protect the lost anorithil from death by wolf. Escort: lost anorithil (level 3 of Norgos Lair) | failed |
You failed to protect the temporal explorer from death by wolf. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
Equipment
| Tool | elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 15 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| On head | spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.10 Spellpower: +2 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| In main hand | arcing iron longsword (6-8.4 power, 2 apr) arcing iron longsword (6-8.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning Sharp, long, and deadly. |
| Main armor | spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 10 physical A suit of armour made of leather. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Spell save: +6 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In off hand | mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage) mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +2 Maximum psi: +11.00 Mindpower: +1 Mental crit. chance: +1% 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. |
Inventory
acidic iron double sided sword (9.5-13.3 power, 1 apr) acidic iron double sided sword (9.5-13.3 power, 1 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / double_weapon ; tier 1 It must be held with both hands. Base power: 9.5 - 13.3 Uses stat: 100% Str Damage type: Physical Mastery: Double Weapons Mastery Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +5 acid 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. |
iron double sided sword (11-15.4 power, 1 apr) iron double sided sword (11-15.4 power, 1 apr)Requires: - Dexterity 14 3.00 Encumbrance. Type: weapon / double_weapon ; tier 1 It must be held with both hands. Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Double Weapons Mastery Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% 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. |
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. |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 382/400. 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. |
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 old Sher'tul places of power, any items dropped inside is 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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots (16/16, 8-9.6 power, 1 apr)pouch of iron shots (16/16, 8-9.6 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 8.0 - 9.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
zircon zircon0.00 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ritch flamespitter hits Aether for 27 fire damage.
Ritch flamespitter is out of control!.
Aether performs a melee critical strike against Ritch flamespitter!
Ritch flamespitter resists the mind attack!
Aether hits Ritch flamespitter for 14 physical, 7 lightning, 6 mind (26 total damage).
Poison from Isobrelaith the dozing giant venus flytrap hits Aether for 10 nature damage.
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits Aether for 24 fire damage.
Poison from Isobrelaith the dozing giant venus flytrap hits Aether for 10 nature damage.
Ritch flamespitter seems more focused.
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits Aether for 24 fire damage.
Aether stops being poisoned.
Aether uses Infusion: Wild.
Aether lessens the pain.
Aether uses Dash.
Aether uses Dash.
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits Aether for 21 fire damage.
Aether uses Wrath of the Woods.
Aether radiates power.
Ritch flamespitter is confused and fails to use Flamespit.
Ritch flamespitter uses Flamespit.
Saving game...
