Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Items Vault 1.5.0Donators/Buyers bonus! Bladebender 1.5.6 Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Arena |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Storm Knight |
Level / Exp | 14 / 1% |
Size | medium |
Lifes / Deaths | Killed by Ryal at level 14 on the 75th Pyre 122nd year of Ascendancy at 11:04 5 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 19 (base 13) |
Constitution | 10 (base 10) |
Magic | 32 (base 30) |
Willpower | 31 (base 28) |
Cunning | 18 (base 17) |
Resources
Life | -13/252 |
Mana | 8/273 |
Stamina | 104/174 |
Healing Factor | 0.78 |
Regeneration | 0.195 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 32 |
Accuracy | 22 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Cold | +3% |
All | 0% |
Defense: Base
Armour (hardiness) | 41.416050405667 (91.629213483146%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 39 |
Physical Save | 25 |
Spell Save | 33 |
Mental Save | 17 |
Defense: Resistances
Lightning | + 36%( 76%) |
Temporal | + 20%( 70%) |
Fire | + 24%( 70%) |
Physical | + 18%( 68%) |
Cold | + 32%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: 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%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
Spell / Storm Walker | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Storm Channeling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm Invocation | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
talent | Anime Style |
talent | Eldritch Aura |
talent | Eldritch Combat |
talent | Embrace the Storm |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | Huge cut that bleeds, doing 25.64 physical damage per turn. Bleeding |
detrimental effect | The target is poisoned, taking 21.57 nature damage per turn and decreasing all heals received by 22%. Insidious Poison |
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
On hands | polar iron gauntlets of dexterity (+3) (0 def, 1 armour) polar iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +3 Dex Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 15% Dex, 40% Cun, 80% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Metal gloves protecting the hands up to the middle of the lower arm. |
On feet | grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On head | iron helm of dexterity (+2) (0 def, 3 armour) iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Main armor | spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Magic 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. |
In main hand | arcing steel longsword of massacre (19.5-27.3 power, 3 apr) arcing steel longsword of massacre (19.5-27.3 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stats: 100% Mag, 18% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, long, and deadly. |
In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Magic 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 140% Mag, 26% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 84.07 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Light source | brass lantern brass lanternRequires: 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. |
Inventory
Newly picked up steel greatmaul of erosion (28-42 power, 2 apr)steel greatmaul of erosion (28-42 power, 2 apr) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 120% Mag, 22% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 nature / +9 temporal Massive two-handed mauls. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature 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. |
Achievements
By Nneva the Shalore Storm Knight level 10
74th Pyre 122nd year of Ascendancy at 22:48 see stats
Log
Target resists the stun.
Nneva hits Ryal for 28 physical, 5 lightning, 2 cold, 20 lightning, 18 physical, 9 physical (81 total damage).
Eldritch Combat hits Ryal for 14 lightning damage.
Ryal hits Nneva for (48 blocked), 23 physical, 3 blight (26 total damage).
Talent Lightning is ready to use.
Talent Storm Bolt is ready to use.
Insidious Poison from Ryal hits Nneva for 22 nature damage.
Burning from Ryal hits Nneva for (22 blocked), 0 fire (0 total damage).
Bleeding from Ryal hits Nneva for (26 blocked), 0 physical (0 total damage).
Ryal casts Rune: Shielding.
A shield forms around Ryal.
Ryal misses Nneva.
Nneva casts Rune: Phase Door.
Nneva is out of phase.
Nneva stops burning.
Insidious Poison from Ryal hits Nneva for 18 nature damage.
Bleeding from Ryal hits Nneva for 21 physical damage.
Nneva the level 14 shalore storm knight was eviscerated to death by Ryal on level 15 of The Arena.
Bleeding from Ryal killed Nneva!
Saving game...
Saving done.
Saving done.
Nneva deactivates Embrace the Storm.
Nneva is no longer poisoned.
Nneva deactivates Eldritch Combat.
Nneva is no longer out of phase.
Nneva deactivates Anime Style.
Nneva deactivates Eldritch Aura.
Nneva stops bleeding.