![](/images/gfx-tome/shockbolt/player/elf_female/base_shadow_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/cloak_behind_08.png)
![](/images/gfx-tome/shockbolt/player/elf_female/base_redhead_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/base_redhead_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/base_redhead_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/feet_04.png)
![](/images/gfx-tome/shockbolt/player/elf_female/lower_body_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/upper_body_35.png)
![](/images/gfx-tome/shockbolt/player/elf_female/cloak_shoulder_08.png)
![](/images/gfx-tome/shockbolt/player/elf_female/head_21.png)
![](/images/gfx-tome/shockbolt/player/elf_female/hands_08.png)
![](/images/gfx-tome/shockbolt/player/elf_female/right_hand_08_02.png)
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. magebow class v18 1.3.1Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Infinite |
Mode | Insane Exploration |
Sex | Female |
Race | Superhuman |
Class | Elementist |
Level / Exp | 40 / 38% |
Size | huge |
Lifes / Deaths | Killed by Enealsey at level 22 on the 76th Pyre 122nd year of Ascendancy at 00:40 / 2Killed by Enealsey at level 30 on the 77th Pyre 122nd year of Ascendancy at 08:04 |
Primary Stats
Strength | 113 (base 60) |
Dexterity | 112 (base 60) |
Constitution | 110 (base 60) |
Magic | 115 (base 60) |
Willpower | 114 (base 60) |
Cunning | 108 (base 60) |
Resources
Life | 15479/15479 |
Mana | 936/985 |
Stamina | 987/997 |
Equilibrium | 20 |
Healing Factor | 1.5526315789474 |
Regeneration | 130.73157894737 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +1017.5643880752% |
Spell | +200% |
Global | +415% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 160.32737569612 |
See Invisible | 261.26497057284 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 237 |
Accuracy | 91 |
Crit Chance | 87% |
APR | 132 |
Speed | 0.33 |
Offense: Spell
Spellpower | 120 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 86.05 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 60% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +196% |
Blight | +189% |
Arcane | +202% |
Cold | +201% |
All | +100% |
Mind | +187% |
Lightning | +203% |
Light | +191% |
Temporal | +190% |
Physical | +168% |
Darkness | +189% |
Fire | +259% |
Nature | +201% |
Offense: Damage Penetration
Acid | +78% |
Blight | +132% |
Arcane | +78% |
Cold | +154% |
Lightning | +179% |
Darkness | +78% |
Light | +78% |
Temporal | +83% |
Physical | +105% |
Mind | +78% |
Fire | +199% |
Nature | +98% |
Defense: Base
Armour (hardiness) | 291.28808004761 (100%) |
Defense | 105 |
Ranged Defense | 154 |
Fatigue | 0 |
Physical Save | 168 |
Spell Save | 170 |
Mental Save | 165 |
Defense: Resistances
Acid | + 66%(107%) |
Blight | + 66%(107%) |
Arcane | +100%(107%) |
Cold | + 66%(107%) |
All | +100%(107%) |
Mind | + 66%(107%) |
Lightning | + 66%(107%) |
Light | + 66%(107%) |
Temporal | + 66%(107%) |
Physical | + 66%(107%) |
Darkness | + 66%(107%) |
Fire | + 66%(107%) |
Nature | + 66%(107%) |
Defense: Immunities
Pinning Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 100% |
Disarm Resistance | 35% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
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 514 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 3 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 577 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 88.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Elemental fusion | 50.10 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.46 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Blight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Fire | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Elementalism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 9.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Force | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 9.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.46 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Exploit Weakness |
talent | Uttercold |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Lacerating Strikes |
talent | Elemental Harmony |
talent | Thunderstorm |
talent | Quintessence |
talent | Tempest |
talent | Feather Wind |
talent | Defensive Posture |
talent | Premonition |
talent | Wildfire |
talent | Burning Wake |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | The target's spellpower has been increased by 78. Spellsurge |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: Random Artifact: Duathelsmash (6-8.4 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: Random Artifact: Infernowrecker (1 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: Random Artifact: Balirath (10-11 power, 24 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Elovena of trap destruction [power 94] (11 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 108 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (108) (Level 12)Turns left: 90 You completed the challenge and received: Random Artifact: Eilinukira (20-24 power, 4 apr, temporal element) | done |
Leave the level in less than 204 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (204) (Level 11)Turns left: 194 You completed the challenge and received: Random Artifact: Salyma (6-8.4 power, 2 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 arcane Changes stats: +1 Dex / +4 Mag / +1 Wil / +1 Con Changes resistances: +7% fire / +6% cold Changes resistances penetration: +7% physical Spell save: +2 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+1 eff.) Lowers spell cool-downs by: 10% Damage Shield penetration: +20% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Dex / +6 Mag / +3 Wil / +2 Con Changes resistances: +6% blight / +7% darkness Grants telepathy: Dragon Physical save: +11 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +8 Infravision radius: +6 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 99 blight damage or heals 52 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% mind / +16% cold Changes damage: +12% fire / +11% cold / +3% mind / +11% arcane Mana each turn: +0.90 Mana when hit: +0.90 Maximum mana: +73.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 18 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil / +1 Mag Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +3% arcane Talent granted: +1 Ward Critical mult.: +5.00% Spell save: +36 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +5 Str / +3 Mag / +3 Cun / +5 Con Changes resistances: +3% nature / +6% lightning Changes resistances penetration: +15% lightning Changes damage: +15% nature Mental save: +7 (+1 eff.) Confusion immunity: +24% Spellpower: +7 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Mag / +8 Wil / +2 Con Changes resistances penetration: +5% blight Critical mult.: +15.00% Spell save: +12 (+1 eff.) Stun/Freeze immunity: +25% Life regen: +1.20 Maximum stamina: +15.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +1% Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +4 Str / +4 Mag / +4 Wil / +4 Con Changes resistances: +3% temporal Changes damage: +6% light / +6% temporal Critical mult.: +7.00% Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +2 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +46 (+8 eff.) Fatigue: -10% Damage (Melee): 17 % chance of confusion Changes stats: +3 Str / +2 Dex / +7 Mag / +4 Wil Maximum wards: +3 fire Changes damage: +6% mind / +20% fire Talents granted: +3 Ward +1 Command Staff Maximum mana: +29.00 Spellpower: +36 (+5 eff.) Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Infravision radius: +2 Damage Shield penetration: +52% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +18 (+2 eff.) Armour: +2 Damage (Melee): 9 nature Damage when hit (Melee): 12 blight Changes stats: +4 Str / +4 Dex / +3 Con Changes resistances: +7% nature Changes damage: +8% nature / +6% acid Critical mult.: +10.00% Physical save: +19 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +35% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 3). Damage (Melee): +12 physical Burst (radius 2) on crit: +10 nature Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 fire Changes stats: +2 Cun Changes resistances: +14% mind / +23% darkness Changes resistances penetration: +10% fire Changes damage: +7% light / +11% darkness Physical save: +12 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +23 (+3 eff.) Mana each turn: +0.18 Maximum mana: +45.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +3 Mag / +3 Wil / +3 Con Changes resistances: +12% acid Changes resistances penetration: +20% nature / +5% temporal Changes damage: +6% acid / +6% temporal Spell save: +10 (+1 eff.) Mental save: +8 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +11 Defense: +17 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +3% acid / +7% physical / +6% lightning Changes resistances cap: +7% all Changes resistances penetration: +10% lightning Changes damage: +7% blight / +10% fire / +15% lightning / +6% acid Talent masteries: +0.16 Spell / Conveyance +0.16 Spell / Earth Critical mult.: +16.00% Physical save: +34 (+4 eff.) Stamina each turn: +0.80 Spellpower: +11 (+2 eff.) Amulets can have magical properties. |
Inventory
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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 are 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. |
Achievements
By Enealsey the Superhuman Elementist level 9
74th Pyre 122nd year of Ascendancy at 19:54 see stats
By Enealsey the Superhuman Elementist level 33
77th Pyre 122nd year of Ascendancy at 15:43 see stats
By Enealsey the Superhuman Elementist level 22
76th Pyre 122nd year of Ascendancy at 04:28 see stats
By Enealsey the Superhuman Elementist level 25
76th Pyre 122nd year of Ascendancy at 22:12 see stats
By Enealsey the Superhuman Elementist level 10
74th Pyre 122nd year of Ascendancy at 22:28 see stats
By Enealsey the Superhuman Elementist level 20
75th Pyre 122nd year of Ascendancy at 21:06 see stats
By Enealsey the Superhuman Elementist level 30
77th Pyre 122nd year of Ascendancy at 07:40 see stats
By Enealsey the Superhuman Elementist level 40
77th Pyre 122nd year of Ascendancy at 21:46 see stats
By Enealsey the Superhuman Elementist level 9
74th Pyre 122nd year of Ascendancy at 20:54 see stats
By Enealsey the Superhuman Elementist level 2
74th Pyre 122nd year of Ascendancy at 11:46 see stats
By Enealsey the Superhuman Elementist level 2
74th Pyre 122nd year of Ascendancy at 11:46 see stats
By Enealsey the Superhuman Elementist level 22
76th Pyre 122nd year of Ascendancy at 00:40 see stats
By Enealsey the Superhuman Elementist level 4
74th Pyre 122nd year of Ascendancy at 13:32 see stats
By Enealsey the Superhuman Elementist level 4
74th Pyre 122nd year of Ascendancy at 11:56 see stats
By Enealsey the Superhuman Elementist level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 25.00 gold from the transmogrification of gold ring 'Xerita'.
You gain 25.00 gold from the transmogrification of gold ring 'Xanunne'.
You gain 1.05 gold from the transmogrification of teleportation rune of the duelist (range 147).
You gain 1.10 gold from the transmogrification of manasurge rune of the duelist (1158% regen over 10 turns; 58 instant mana).
You gain 1.80 gold from the transmogrification of acid wave rune of the titan (509 acid damage; disarm 5 turns with power 68).
You gain 1.13 gold from the transmogrification of sun infusion of the titan (rad 5; power 68; turns 5; dispels darkness).
You gain 1.13 gold from the transmogrification of sun infusion of the titan (rad 6; power 68; turns 3; dispels darkness).
You gain 1.13 gold from the transmogrification of sun infusion of the sneak (rad 7; power 67; turns 5; dispels darkness).
You gain 1.98 gold from the transmogrification of insidious poison infusion of the sneak (123 nature damage, 26% healing reduction).
You gain 1.07 gold from the transmogrification of healing infusion of the psychic (heal 299).
Saving game...
Saving done.
Enealsey deactivates Stone Skin.
Enealsey deactivates Tempest.
Enealsey deactivates Thunderstorm.
The furious lightning storm around Enealsey calms down and disappears.
Enealsey deactivates Premonition.
Enealsey deactivates Lacerating Strikes.
Enealsey deactivates Defensive Posture.
Enealsey deactivates Exploit Weakness.
Enealsey deactivates Burning Wake.
Enealsey is no longer surging arcane power.
Enealsey deactivates Hurricane.
Enealsey deactivates Elemental Harmony.
Enealsey deactivates Range Amplification Device.
Enealsey deactivates Quintessence.
Enealsey deactivates Keen Senses.
Enealsey deactivates Wildfire.
Enealsey deactivates Feather Wind.
Enealsey deactivates Uttercold.