![](/images/gfx-tome/shockbolt/player/elf_female/base_shadow_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/cloak_behind_07.png)
![](/images/gfx-tome/shockbolt/player/elf_female/base_thalore_01.png)
![](/images/gfx-tome/shockbolt/player/elf_female/feet_06.png)
![](/images/gfx-tome/shockbolt/player/elf_female/lower_body_08.png)
![](/images/gfx-tome/shockbolt/player/elf_female/upper_body_11.png)
![](/images/gfx-tome/shockbolt/player/elf_female/cloak_shoulder_07.png)
![](/images/gfx-ashes/shockbolt/player/elf_female/special/quasits_skull.png)
![](/images/gfx-tome/shockbolt/player/elf_female/hands_03.png)
![](/images/gfx-tome/shockbolt/player/elf_female/right_2hsword_05.png)
![](/images/gfx-tome/shockbolt/player/elf_female/braid_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 | Berserker |
Level / Exp | 36 / 52% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 97 (base 60) |
Dexterity | 97 (base 60) |
Constitution | 97 (base 60) |
Magic | 97 (base 60) |
Willpower | 97 (base 60) |
Cunning | 97 (base 60) |
Resources
Life | 13131/13131 |
Mana | 1160/1160 |
Stamina | 906/906 |
Equilibrium | 20 |
Healing Factor | 1.4887640449438 |
Regeneration | 128.17685619341 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +175% |
Spell | +200% |
Global | +395% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 11 |
See Stealth | 179.39004520197 |
See Invisible | 304.79620294433 |
Offense: Mainhand
Damage | 382 |
Accuracy | 141 |
Crit Chance | 337% |
APR | 153 |
Speed | 0.34 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 68.25 |
Offense: Mind
Mindpower | 100 |
Crit Chance | 70% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +114% |
Blight | +119% |
Arcane | +110% |
Cold | +110% |
All | +40% |
Mind | +131% |
Lightning | +110% |
Light | +122% |
Temporal | +110% |
Physical | +125% |
Darkness | +110% |
Fire | +116% |
Nature | +110% |
Offense: Damage Penetration
Acid | +50% |
Blight | +50% |
Arcane | +50% |
Cold | +50% |
All | -20% |
Mind | +75% |
Lightning | +60% |
Light | +65% |
Temporal | +50% |
Physical | +55% |
Darkness | +50% |
Fire | +65% |
Nature | +60% |
Defense: Base
Armour (hardiness) | 219.29230492397 (100%) |
Defense | 85 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 154 |
Spell Save | 155 |
Mental Save | 150 |
Defense: Resistances
Acid | + 66%(100%) |
Blight | + 66%(100%) |
Arcane | +100%(100%) |
Cold | + 66%(100%) |
All | +100%(100%) |
Mind | + 66%(100%) |
Lightning | + 66%(100%) |
Light | + 66%(100%) |
Temporal | + 66%(100%) |
Physical | + 66%(100%) |
Darkness | + 66%(100%) |
Fire | + 66%(100%) |
Nature | + 66%(100%) |
Defense: Immunities
Disarm Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 100% |
Stun Resistance | 30% |
Knockback Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
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: 5 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 4.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 41.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 17.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 60.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 24.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 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 |
Effects
talent | Berserker Rage |
talent | Shattering Impact |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Lacerating Strikes |
talent | Daunting Presence |
talent | Precise Strikes |
talent | Onslaught |
talent | Elemental Harmony |
talent | Premonition |
talent | Exploit Weakness |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Countering melee attacks: Has a 60% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11)You completed the challenge and received: Random Artifact: Aeradhevena | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: Random Artifact: Gilolen (31.5-44.1 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18)You completed the challenge and received: Random Artifact: Burnglean | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 17)Turns left: 32 | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 4)You completed the challenge and received: Random Artifact: Morningbreeze (0 def, 1 armour) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +18 Fatigue: +2% Damage when hit (Melee): 20 blight / 12 fire Changes resistances: +7% lightning / +7% temporal / +6% blight Changes resistances penetration: +15% fire Changes damage: +9% blight / +6% fire Infravision radius: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +10 Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% nature Reduces incoming crit damage: 5.00% Physical save: +3 (+0 eff.) Blindness immunity: +23% Cut immunity: +10% Disarm immunity: +10% Confusion immunity: +13% Maximum life: +46.00 Light radius: +12 See stealth: +7 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 6 turns. The radius will increase with your Cunning. 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +16 Physical power: +7 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes stats: +5 Str Changes resistances: +16% fire / +7% darkness / +3% light Changes resistances penetration: +15% light Critical mult.: +12.00% Maximum life: +29.00 Maximum stamina: +21.00 Light radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 120.2 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +944 accuracy and allowing you to attack creatures you cannot see without penalty for the next 21 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +19 (+4 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +13 Cun / +8 Dex Changes resistances: +3% lightning / +10% physical Changes damage: +16% physical Physical save: +32 (+4 eff.) Mental save: +9 (+1 eff.) Confusion immunity: +28% Maximum stamina: +5.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +5 Dex / +7 Mag / +13 Wil / +9 Cun / +4 Con Changes damage: +6% light Spell save: +13 (+1 eff.) Psi when hit: +0.16 Maximum stamina: +28.00 Spellpower: +9 (+2 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +3% Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun / +7 Lck Critical mult.: +12.00% Trap disarming bonus: +20 Stealth bonus: +10 Mental save: +10 (+2 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Maximum life: +90.00 Maximum mana: +55.00 Maximum stamina: +57.00 Maximum hate: +16.00 Maximum psi: +25.00 Maximum vim: +32.00 Maximum pos.energy: +26.00 Maximum neg.energy: +31.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% Infravision radius: +5 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +17 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 6 acid / 13 physical Damage when hit (Melee): 16 acid Changes resistances: +9% acid Changes resistances penetration: +10% lightning Changes damage: +4% acid / +9% physical Mental save: +7 (+1 eff.) Maximum life: +45.00 When used to modify unarmed attacks: Base power: 16.0 - 22.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Sand Breath (20% chance level 1). On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +13 physical Burst (radius 2) on crit: +7 acid / +14 physical / +4 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +29 Defense: +2 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 lightning Changes stats: +4 Str / +5 Wil / +5 Cun Changes resistances: +20% temporal Changes resistances penetration: +5% physical Physical save: +7 (+1 eff.) Mental save: +11 (+2 eff.) Life regen: +0.20 A suit of armour made of mail. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +19 (+4 eff.) Changes stats: +6 Cun / +3 Wil Changes resistances: +21% light / +11% fire Changes damage: +9% mind / +6% light Stealth bonus: +6 Physical save: +13 (+2 eff.) Mental crit. chance: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes resistances: +9% physical / +20% cold / +19% fire Changes resistances penetration: +25% mind Changes damage: +12% mind Critical mult.: +14.00% Stamina each turn: +0.70 Amulets can have magical properties. |
Inventory
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.00 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. |
![]() 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 / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ideldvin the Superhuman Berserker level 9
74th Pyre 122nd year of Ascendancy at 18:59 see stats
By Ideldvin the Superhuman Berserker level 33
78th Pyre 122nd year of Ascendancy at 01:12 see stats
By Ideldvin the Superhuman Berserker level 17
75th Pyre 122nd year of Ascendancy at 17:43 see stats
By Ideldvin the Superhuman Berserker level 27
77th Pyre 122nd year of Ascendancy at 10:06 see stats
By Ideldvin the Superhuman Berserker level 10
74th Pyre 122nd year of Ascendancy at 21:04 see stats
By Ideldvin the Superhuman Berserker level 20
76th Pyre 122nd year of Ascendancy at 06:16 see stats
By Ideldvin the Superhuman Berserker level 30
77th Pyre 122nd year of Ascendancy at 19:32 see stats
By Ideldvin the Superhuman Berserker level 9
74th Pyre 122nd year of Ascendancy at 20:21 see stats
By Ideldvin the Superhuman Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ideldvin the Superhuman Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ideldvin the Superhuman Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ideldvin the Superhuman Berserker level 4
74th Pyre 122nd year of Ascendancy at 11:34 see stats
By Ideldvin the Superhuman Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 1.70 gold from the transmogrification of chilling dwarven-steel dagger (21-27.3 power, 7 apr).
You gain 1.56 gold from the transmogrification of chilling dwarven-steel dagger (21-27.3 power, 7 apr).
You gain 3.20 gold from the transmogrification of blazebringer's steel dagger of massacre (17-22.1 power, 6 apr).
You gain 4.07 gold from the transmogrification of balanced dwarven-steel dagger of erosion (21-27.3 power, 7 apr).
You gain 3.48 gold from the transmogrification of acidic dwarven-steel dagger of paradox (15-19.5 power, 7 apr).
You gain 22.95 gold from the transmogrification of Xeremivena (16-20.8 power, 7 apr).
You gain 21.53 gold from the transmogrification of Eremyhor the Smearnull (21-27.3 power, 6 apr).
You gain 19.69 gold from the transmogrification of Coalslicer (20.5-26.65 power, 6 apr).
You gain 6.18 gold from the transmogrification of yew crossbow of lightning.
You gain 25.00 gold from the transmogrification of dwarven-steel battleaxe 'Blazenull' (29-43.5 power, 4 apr).
You gain 2.13 gold from the transmogrification of mule's gold ring of light (+24%).
You gain 21.59 gold from the transmogrification of Poleminor the steel ring.
You gain 25.00 gold from the transmogrification of Antimagic Wyrm Bile Extract.
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 21%; cure physical).
You gain 0.63 gold from the transmogrification of sun infusion (rad 6; power 20; turns 3; dispels darkness).
You gain 2.31 gold from the transmogrification of movement infusion of the psychic (657% speed; 6 turns).
You gain 2.32 gold from the transmogrification of movement infusion of the psychic (761% speed; 6 turns).
You gain 1.72 gold from the transmogrification of movement infusion (443% speed; 4 turns).
You gain 5.69 gold from the transmogrification of heroism infusion of the duelist (+19 for 9 turns, die at -651).
Ideldvin deactivates Exploit Weakness.
Ideldvin deactivates Berserker Rage.
Ideldvin deactivates Range Amplification Device.
Ideldvin deactivates Shattering Impact.
Ideldvin deactivates Precise Strikes.
Ideldvin deactivates Premonition.
Ideldvin deactivates Keen Senses.
Ideldvin deactivates Daunting Presence.
Ideldvin deactivates Lacerating Strikes.
Ideldvin deactivates Onslaught.
Ideldvin deactivates Elemental Harmony.