Madame Onion the level 50 Skeleton Temporal Warden by Shoob

'Madame Onion the level 50 Skeleton Temporal Warden' by user Shoob


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameMadame Onion
SexFemale
TypeSkeleton Temporal Warden
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level50
Exp1375%
Gold1468
Died
  • Killed by luminous horror at level 18 on the 7th Decay 122nd year of Ascendancy at 05:04
1 times (now alive)
Primary Stats
Strength173
Dexterity157
Magic160
Willpower135
Cunning135
Constitution136

Resources
Life1780/1780
Stamina640/640
Mana839/879
Vim296/296
Equilibrium20
Paradox537
Inscriptions (4/4)
Rune Of The Rift
Effective talent level: 1.0
Use mode: Activated
Range: 4.00
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Inflicts 800.40 temporal damage. If your target survives it will be sent 4 turns into the future.
It will also lower your paradox by 120 (if you have any).
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15.
Its effects scale with your Willpower stat.
Teleportation
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 668 damage for 4 turns.
Its effects scale with your Strength stat.
Shielding
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 749 damage for 5 turns.
Its effects scale with your Dexterity stat.
Shielding

Winner

Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.

With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.

His plans however do not stop there.

Offense
Accuracy (main Hand)84
Damage (main Hand)284
APR (main Hand)51
Crit (main Hand)41%
Speed (main Hand)0.60
Range (main Hand)10
Spellpower100
Spell Crit48
Spell Speed1
All Damage16%
Physical Damage51%
Lightning Damage24%
Acid Damage26%
Light Damage28%
Defense
Fatigue43
Armour50
Armour Hardiness100
Defense47
Ranged Defense47
Physical Save87
Spell Save88
Mental Save69
All Resists(cap) 32%( 70%)
Physical Resist(cap) 48%( 78%)
Arcane Resist(cap) 46%( 70%)
Fire Resist(cap) 59%( 70%)
Cold Resist(cap) 59%( 70%)
Lightning Resist(cap) 42%( 70%)
Acid Resist(cap) 73%( 80%)
Nature Resist(cap) 49%( 70%)
Blight Resist(cap) 66%( 70%)
Light Resist(cap) 42%( 70%)
Darkness Resist(cap) 62%( 74%)
Mind Resist(cap) 28%( 70%)
Poison Resistance100%
Bleed Resistance100%
Confusion Resistance32%
Stun Resistance100%
Fear Resistance100%
Knockback Resistance30%

Talents
Technique / Dual Weapons(mastery 1.30)
  • Dual Weapon Training (class)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases the damage of the off-hand weapon to 109%.
5/5
  • Dual Weapon Defense (class)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to block incoming blows with your weapons, increasing your defense by 89.
5/5
  • Precision (class)
Effective talent level: 6.5
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to hit the right spot, increasing your armor penetration by 55.
Armor penetration will increase with your Dexterity stat.
5/5
  • Momentum (class)
Effective talent level: 6.5
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases attack speed by 91%, but drains stamina quickly(-6 stamina/turn).
5/5
Technique / Dual Techniques(mastery 1.30)
  • Dual Strike (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hit with your offhand weapon for 161% damage. If the attack hits, the target is stunned for 8 turns and you hit it with your mainhand weapon doing 161% damage.
Stun chance increase with your Dexterity stat.
5/5
  • Flurry (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 108% damage.
5/5
  • Sweep (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 42.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Attack your foes in a frontal arc doing 180% weapon damage and making your targets bleed for 78 each turn for 10 turns.
5/5
  • Whirlwind (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 42.9
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spin around, damaging all targets around you with both weapons for 200%.
5/5
Technique / Archery - Bows(mastery 1.30)
  • Bow Mastery (class)
Effective talent level: 13.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 65. Also increases damage done with bows by 57%.
10/10
  • Piercing Arrow (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: 10.00
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 157% damage.
5/5
  • Dual Arrows (class)
Effective talent level: 6.5
Use mode: Activated
Range: 10.00
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire two arrows at your target, hitting it and a nearby foe if possible, doing 200% damage
This talent does not use any stamina.
5/5
  • Volley Of Arrows (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 50.05
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire multiple arrows at the area of 4 radius, doing 140% damage.
5/5
Technique / Archery Prowess(mastery 1.30)
  • Flare (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: 10.00
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire a flame shot, doing 130% fire damage and lighting up the target area in a radius of 3.
At level 3 it also has a chance to blind for 3 turns.
5/5
  • Crippling Shot (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire a crippling shot, doing 157% damage and reducing your target's speed by 40% for 7 turns.
5/5
  • Pinning Shot (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: 10.00
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire a pinning shot, doing 146% damage and pinning your target to the ground for 7 turns.
Pinning chance increase with your Dexterity stat.
5/5
  • Scatter Shot (class)
Effective talent level: 6.5
Use mode: Activated
Stamina cost: 21.45
Range: 10.00
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You fire multiple shots in a circular pattern with radius 3, doing 164% damage and stunning your targets for 7 turns.
Stun chance increase with your Dexterity stat.
5/5
Technique / Combat Training(mastery 1.40)
  • Thick Skin (generic)
Effective talent level: 7.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 15%
5/5
  • Armour Training (generic)
Effective talent level: 14.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 20 and reduces chance to be critically hit by 27% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 70%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

10/10
  • Combat Accuracy (generic)
Effective talent level: 14.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 70.
10/10
  • Weapons Mastery (generic)
Effective talent level: 14.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 70. Also increases damage done with swords, axes, maces by 59%
10/10
  • Knife Mastery (generic)
Effective talent level: 14.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 70. Also increases damage done with knives by 59%
10/10
Cunning / Survival(mastery 1.20)
  • Trap Detection (generic)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (202 detection 'power').
5/5
  • Heightened Senses (generic)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 10 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
5/5
  • Trap Disarm (generic)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (202 disarm power).
5/5
  • Evasion (generic)
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 103% chance to completely evade them for 18 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
5/5
Spell / Divination(mastery 0.90)
  • Arcane Eye (generic)
Effective talent level: 0.9
Use mode: Activated
Mana cost: 27.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: Summons an ethereal magical eye at the designated location that lasts for 12 turns.
The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 4 range around it.
It does not require light to do so but it can not see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4 if cast on a creature it will follow it until it expires or until the creature dies.
At level 5 its vision can see through invisibility, stealth and all other sight affecting effects.
1/5
  • Keen Senses (generic)
Effective talent level: 4.5
Use mode: Sustained
Mana cost: 74.4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your senses, getting information from moments in the future.
Improves see invisible +50
Improves see through stealth +21
Improves critical spell chance +13%
The effects will improve with your Spellpower.
5/5
  • Vision (generic)
Effective talent level: 0.9
Use mode: Activated
Mana cost: 37.2
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Form a map of your surroundings in your mind in a radius of 11
1/5
  • Premonition (generic)
Effective talent level: 4.5
Use mode: Sustained
Mana cost: 223.2
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is elemental or magical you will erect a temporary shield that reduces all damage of this type by 37% for 5 turns.
This effect can only happen once every 5 turns and happens before damage is taken.
The bonus will increase with your Spellpower.
5/5
Wild-gift / Harmony(mastery 15.00)
  • Waters Of Life (generic)
Effective talent level: 15.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 20 turns all poisons and diseases will heal you instead of damaging you.
When activated it also heals you for 84 life per diseases or poisons on you.
The healing will increase with your Willpower stat.
1/5
  • Elemental Harmony (generic)
Effective talent level: 75.0
Use mode: Sustained
Equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements you gain a special effect for 80 turns. This can only happen every 80 turns.
Fire: +479% global speed
Cold: +153 armour
Lightning: +75 to all stats
Acid: +155.00 life regen
Nature: +110% to all resists
5/5
  • One With Nature (generic)
Effective talent level: 15.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Commune with nature, removing the infusion saturation effect and reducing the cooldown of 1 infusions by 8 turns.
1/5
  • Healing Nexus (generic)
Effective talent level: 75.0
Use mode: Activated
Equilibrium cost: 24
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A wave a natural energies flow around you in a radius of 6, all creatures hit will suffer healing nexus for 8 turns.
While under the effect all healing done to the creature will instead heal you for 790% of the heal value (and no healing at all goes to the target).
Each heal leeched will also restore 80 equilibrium
5/5
Celestial / Chants(mastery 0.90)
  • Chant Of Fortitude (generic)
Effective talent level: 4.5
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 79 physical and spell save.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 34.65 light damage.
You may only have one Chant active at once.
The saves and damage will increase with the Magic stat
5/5
  • Chant Of Fortress (generic)
Effective talent level: 4.5
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 25% physical damage resistance.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 34.65 light damage.
You may only have one Chant active at once.
The resistance and damage will increase with the Magic stat
5/5
  • Chant Of Resistance (generic)
Effective talent level: 4.5
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 21% elemental resistances.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 34.65 light damage.
You may only have one Chant active at once.
The resistance and damage will increase with the Magic stat
5/5
  • Chant Of Light (generic)
Effective talent level: 0.0
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 5% more light damage.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 3.34 light damage.
Your lite radius is also increased by 1.
You may only have one Chant active at once.
The effects will increase with the Magic stat
0/5
Corruption / Hexes(mastery 1.20)
  • Pacification Hex (generic)
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target, dazing it and everything in a 2 radius ball of it for 3 turns and giving 64% chance to daze affected targets again each turn for 20 turns.
The chance will increase with Magic stat.
5/5
  • Burning Hex (generic)
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target and everything within a radius 2 ball of your target for 20 turns. Each time your affected targets use a resource (stamina, mana, vim, ...) they take 136.17 fire damage.
The damage will increase with Magic stat.
5/5
  • Empathic Hex (generic)
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target and everything within a radius 2 ball of your target. Each time they do damage they take 25% of the same damage for 20 turns.
The damage will increase with Magic stat.
5/5
  • Domination Hex (generic)
Effective talent level: 6.0
Use mode: Activated
Vim cost: 30
Range: 10.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hexes your target, forcing it to be your thrall for 8 turns.
If you damage the target it will be free from the hex.
5/5
Undead / Skeleton(mastery 1.30)
  • Skeleton (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Improves your skeletal condition, increasing strength and dexterity by 10.
5/5
  • Bone Armour (generic)
Effective talent level: 6.5
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Creates a shield of bones absorbing 1054 damage. Lasts for 10 turns.
The damage absorbed increases with dexterity.
5/5
  • Resilient Bones (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your undead bones are very resilient, reducing the duration of all detrimental effects on you by 54%.
5/5
  • Re-assemble (generic)
Effective talent level: 6.5
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Re-position some of your bones, healing yourself for 650.
At level 5 you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once)
5/5
Cursed / Cursed Aura(mastery 1.20)
  • Defiling Touch (generic)
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 0
Travel Speed: instantaneous
Usage Speed: instant
Description: Your defiling touch permeates everything around you, imparting a random curse on each item you find. When you equip a cursed item, you gain the effects of that curse. Multiple items with the same curse increase the power of those effects up to a maximum level of 5. Initially curses are harmful, but powerful benefits can be unlocked with multiple items and the Dark Gifts.
At level 1 you gain the ability to curse weapons.
At level 2 you gain the ability to curse body armor and cloaks.
At level 3 you gain the ability to curse shields and helmets.
At level 4 you gain the ability to curse gloves, boots and belts.
At level 5 you can activate this talent to surround yourself with an aura that adds 2 levels to a curse of your choosing. (Currently Curse of Nightmares
5/5
  • Dark Gifts (generic)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your curses will also bring dark gifts. Unlocks bonus level 4 effects on all of your curses allowing you to gain that effect when the power level of your curse reaches that level. At talent level 5 the luck penalty of cursed effects is reduced to 1.
5/5
  • Ruined Earth (generic)
Effective talent level: 6.0
Use mode: Activated
Range: 8.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Curse the earth around you in a radius of 8 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 55%
5/5
  • Cursed Sentry (generic)
Effective talent level: 0.0
Use mode: Activated
Range: 5.00
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Instill a part of your living curse into a weapon in your inventory and toss it nearby. This nearly impervious sentry will attack all nearby enemies for 6 turns. When the curse ends the weapon will crumble to dust. Attack Speed: 0%
0/5
Chronomancy / Chronomancy(mastery 1.30)
  • Precognition (generic)
Effective talent level: 1.3
Use mode: Activated
Paradox cost: 13.95
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You peer into the future, allowing you to explore your surroundings for 7 turns. When precognition expires you'll return to the point in time you first cast the spell. Note that visions of your own death will still be fatal.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
1/5
  • Spin Fate (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You've learned to make minor corrections in how future events unfold. Each time an attacker makes a check against your defense or saves the respective value is increased by 6 (stacking up to a maximum increase of 65 for each value).
The effect will last 8 turns but the duration will refresh everytime it's reapplied.
The defense or saving throw increase is doubled while Precognition is active (but the cap remains the same).
5/5
  • Foresight (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When the duration of your Precognition expires (or is cancelled with Moment of Prescience) you'll be given a vision of your surroundings, sensing terrain, enemies, objects, and traps in a 16 radius.
5/5
  • Moment Of Prescience (generic)
Effective talent level: 1.3
Use mode: Activated
Paradox cost: 27.91
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
Description: While under the affects of Precognition you may use Moment of Prescience to cancel it, walking the timeline exactly as you did before to reach the present.
Doing so will pull your awareness fully into the moment, increasing your stealth detection and see invisibility by 6 for 3 turns.
If you have Spin Fate going when you cast this spell you'll gain 13% of your spin as accuracy, attack power, spell power, or mind power as appropriate.
This spell takes no time to cast.
1/5
Chronomancy / Speed Control(mastery 1.30)
  • Celerity (class)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases your movement speed by 25% and switching between already equipped weapon sets (default hotkey x) no longer takes a turn.
5/5
  • Stop (class)
Effective talent level: 6.5
Use mode: Activated
Paradox cost: 27.91
Range: 6.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Inflicts 236.21 temporal damage and attempts to stun all creatures in a radius 3 ball for 6 turns.
The stun duration will scale with your Paradox and the damage will scale with your Paradox and Spellpower.
5/5
  • Slow (class)
Effective talent level: 6.5
Use mode: Activated
Paradox cost: 41.86
Range: 6.00
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Creates a time distortion in a radius of 3 that lasts for 12 turns, decreasing affected targets global speed by 60% for 3 turns and inflicting 109.58 temporal damage each turn they remain in the area.
The slow effect and damage will scale with your Paradox and Spellpower.
5/5
  • Haste (class)
Effective talent level: 6.5
Use mode: Activated
Paradox cost: 55.82
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
Description: Increases your global speed by 161% for the next 4 game turns. Each time you move with this effect active you'll leave behind an image of yourself for two turns that may draw enemy attacks.
The speed increase will scale with your Paradox and Spellpower.
5/5
Chronomancy / Temporal Combat(mastery 1.50)
  • Strength Of Purpose (class)
Effective talent level: 7.5
Use mode: Sustained
Paradox cost: 100.00
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You've learned to boost your strength through your control of the spacetime continuum. Increases your strength and your physical saves by 36.
The effect will scale with your Willpower stat.
5/5
  • Invigorate (class)
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 27.91
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Regenerates 22 stamina each turn for the next 5 turns.

5/5
  • Quantum Feed (class)
Effective talent level: 7.5
Use mode: Sustained
Paradox cost: 100.00
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You've learned to boost your magic through your control over the spacetime continuum. Increases your magic and your spell saves by 36.
The effect will scale with your Willpower stat.
5/5
  • Damage Smearing (class)
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 69.77
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: For the next 11 turns you convert all non-temporal damage you receive into temporal damage spread out over six turns.
The duration will scale with your Paradox.
5/5
Chronomancy / Time Travel(mastery 1.20)
  • Static History (class)
Effective talent level: 6.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: By slightly reorganizing history you reduce your Paradox by 411 and temporarily stabilize the timeline; allowing chronomancy to be used without chance of failure for 4 turns.(backfires and anomalies may still occur).
Talent points invested in Static History will also reduce your chances of triggering an anomaly while using Spacetime Tuning.
The paradox reduction will increase with your Spellpower.
5/5
  • Time Skip (class)
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 13.95
Range: 6.00
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Inflicts 465.44 temporal damage. If your target survives it will be removed from time for 6 turns.
The duration will scale with your Paradox. The damage will scale with your Paradox and Spellpower.
5/5
  • Echoes From The Past (class)
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 27.91
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Creates a temporal echo in a nova around you in a radius of 6. Affected targets will take 252.25 temporal damage and 22% of the difference between their current life and max life as additional temporal damage.
The percentage and damage scales with your Paradox and Spellpower.
5/5
  • Temporal Reprieve (class)
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 55.82
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Manipulate the flow of time; reducing the cooldown of all your talents on cooldown by 8 turns and reducing the duration of most status effects currently affecting you (good or bad) by 8 turns.
The effect will scale with your Paradox.
5/5
Chronomancy / Spacetime Folding(mastery 1.50)
  • Weapon Folding (class)
Effective talent level: 7.5
Use mode: Sustained
Paradox cost: 75.00
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Folds a single dimension of your weapons (or ammo), allowing them to penetrate 28 armor and adding 133.95 temporal damage to your strikes.
The armor penetration and damage will increase with your Spellpower.
5/5
  • Swap (class)
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 13.95
Range: 11.00
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You manipulate the spacetime continuum in such a way that you switch places with another creature with in a range of 11. The targeted creature will be confused for 11 turns.
The spells hit chance will increase with your Spellpower.
5/5
  • Displace Damage (class)
Effective talent level: 7.5
Use mode: Sustained
Paradox cost: 125.00
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: Space bends around you, giving you a 42% chance to displace half of any damage you recieve onto a random enemy within a range of 10.

5/5
  • Temporal Wake (class)
Effective talent level: 7.5
Use mode: Activated
Paradox cost: 27.91
Range: 11.00
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Violently fold the space between yourself and another point within range. You move to the target location and leave a temporal wake behind that stuns for 4 turns and inflicts 474.41 temporal damage to everything in the path.
The damage will scale with your Paradox and Spellpower and the range will increase with the talent level.
5/5
Chronomancy / Spacetime Weaving(mastery 1.20)
  • Dimensional Step (generic)
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 13.95
Range: 10.00
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teleports you to up to 10 tiles away to a targeted location in line of sight. Additional talent points increase the range.
At talent level 4 you no longer require line of sight to teleport.
5/5
  • Banish (generic)
Effective talent level: 6.0
Use mode: Activated
Paradox cost: 27.91
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Randomly teleports all targets with in a radius of 5 around you. Targets will be teleported between 10 and 20 tiles from their current location.
The teleport range will scale with your Paradox.
5/5
  • Wormhole (generic)
Effective talent level: 1.2
Use mode: Activated
Paradox cost: 55.82
Range: 10.00
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: instant
Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 6 turns.
At level 4 you may choose the exit location target area (radius 5). The duration will scale with your Paradox.
This spell takes no time to cast.
1/5
  • Spacetime Mastery (generic)
Effective talent level: 6.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your mastery of spacetime reduces the cooldown of banish, dimensional step, swap, and temporal wake by 5 and the cooldown of wormhole by 10. Also improves your chances of hitting targets with chronomancy effects that may cause continuum destablization (Banish, Time Skip, etc.) as well as your chance of overcoming continuum destabilization by 60%.
5/5
Current Effects
TalentStrength of Purpose
TalentQuantum Feed
TalentKeen Senses
TalentChant of Fortitude
TalentElemental Harmony
TalentPremonition
TalentDisplace Damage
TalentWeapon Folding
Quests
Achievements
A Dangerous Secret
Found the mysterious staff and told Last Hope about it.
By Madame Onion the Skeleton Temporal Warden level 29
43rd Regrowth 123rd year of Ascendancy at 00:04
Against All Odds
Killed Ukruk in the ambush.
By Madame Onion the Skeleton Temporal Warden level 29
41st Regrowth 123rd year of Ascendancy at 10:55
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.
By Madame Onion the Skeleton Temporal Warden level 25
34th Regrowth 123rd year of Ascendancy at 10:59
Arachnophobia
Destroyed the spydric menace.
By Madame Onion the Skeleton Temporal Warden level 35
1st Pyre 123rd year of Ascendancy at 03:18
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.
By Madame Onion the Skeleton Temporal Warden level 43
11st Haze 123rd year of Ascendancy at 07:38
Back And There Again
Opened a portal to the Far East from Maj'Eyal.
By Madame Onion the Skeleton Temporal Warden level 39
77th Pyre 123rd year of Ascendancy at 19:28
Brave New World
Went to the Far East and took part in the war.
By Madame Onion the Skeleton Temporal Warden level 31
63rd Regrowth 123rd year of Ascendancy at 17:58
Clone War
Destroyed your own Shade.
By Madame Onion the Skeleton Temporal Warden level 40
51st Dusk 123rd year of Ascendancy at 08:59
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Madame Onion the Skeleton Temporal Warden level 12
17th Dusk 122nd year of Ascendancy at 23:28
Destroyer Of The Creation
Killed Slasul.
By Madame Onion the Skeleton Temporal Warden level 32
74th Regrowth 123rd year of Ascendancy at 09:24
Destroyer's Bane
Killed Golbug the Destroyer.
By Madame Onion the Skeleton Temporal Warden level 30
60th Regrowth 123rd year of Ascendancy at 17:42
Dragon's Greed
Amass 8000 gold pieces.
By Madame Onion the Skeleton Temporal Warden level 50
1st Regrowth 124th year of Ascendancy at 02:21
Earth Master
Killed Harkor'Zun and unlocked Stone magic
By Madame Onion the Skeleton Temporal Warden level 50
1st Allure 124th year of Ascendancy at 03:22
Evil Denied
Won ToME by preventing the Void portal to open.
By Madame Onion the Skeleton Temporal Warden level 50
15th Regrowth 124th year of Ascendancy at 11:29
Exterminator
Killed 1000 creatures
By Madame Onion the Skeleton Temporal Warden level 16
63rd Haze 122nd year of Ascendancy at 14:02
Eye Of The Storm
Freed Derth from the onslaught of the mad Tempest, Urkis.
By Madame Onion the Skeleton Temporal Warden level 23
19th Regrowth 123rd year of Ascendancy at 16:30
Flooder
Defeated Ukllmswwik while doing his own quest.
By Madame Onion the Skeleton Temporal Warden level 31
71st Regrowth 123rd year of Ascendancy at 22:20
Gem Of The Moon
Completed the Master Jeweler quest with Limmir.
By Madame Onion the Skeleton Temporal Warden level 42
60th Dusk 123rd year of Ascendancy at 05:21
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
By Madame Onion the Skeleton Temporal Warden level 40
54th Dusk 123rd year of Ascendancy at 18:52
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Madame Onion the Skeleton Temporal Warden level 18
7th Decay 122nd year of Ascendancy at 02:33
Level 10
Got a character to level 10.
By Madame Onion the Skeleton Temporal Warden level 10
1st Dusk 122nd year of Ascendancy at 09:51
Level 20
Got a character to level 20.
By Madame Onion the Skeleton Temporal Warden level 20
7th Allure 123rd year of Ascendancy at 08:55
Level 30
Got a character to level 30.
By Madame Onion the Skeleton Temporal Warden level 30
53rd Regrowth 123rd year of Ascendancy at 17:44
Level 40
Got a character to level 40.
By Madame Onion the Skeleton Temporal Warden level 40
7th Mirth 123rd year of Ascendancy at 03:09
Level 50
Got a character to level 50.
By Madame Onion the Skeleton Temporal Warden level 50
5th Decay 123rd year of Ascendancy at 14:08
Orcrist
Killed the leaders of the Orc Pride.
By Madame Onion the Skeleton Temporal Warden level 50
7th Decay 123rd year of Ascendancy at 08:51
Paradoxology
Both killed your future self and got killed by your future self.
By Madame Onion the Skeleton Temporal Warden level 21
9th Regrowth 123rd year of Ascendancy at 17:10
Portal Master
Fought the two Sorcerers and closed four invocation portals.
By Madame Onion the Skeleton Temporal Warden level 50
15th Regrowth 124th year of Ascendancy at 11:28
Race Through Fire
Raced through the fires of the Charred Scar to stop the Sorcerers.
By Madame Onion the Skeleton Temporal Warden level 49
78th Haze 123rd year of Ascendancy at 18:06
Rescuer Of The Lost
Rescued the merchant from the assassin lord.
By Madame Onion the Skeleton Temporal Warden level 14
6th Haze 122nd year of Ascendancy at 12:17
Savior Of The Damsels In Distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
By Madame Onion the Skeleton Temporal Warden level 24
23rd Regrowth 123rd year of Ascendancy at 18:10
Self-killer
Killed your future self.
By Madame Onion the Skeleton Temporal Warden level 21
9th Regrowth 123rd year of Ascendancy at 17:10
Size Is Everything
Do over 1500 damage in one attack
By Madame Onion the Skeleton Temporal Warden level 42
71st Dusk 123rd year of Ascendancy at 20:10
Size Matters
Do over 600 damage in one attack
By Madame Onion the Skeleton Temporal Warden level 25
31st Regrowth 123rd year of Ascendancy at 11:58
Sliders
Activated a portal using the Orb of Many Ways.
By Madame Onion the Skeleton Temporal Warden level 31
61st Regrowth 123rd year of Ascendancy at 03:20
The Arena
Unlocked Arena mode.
By Madame Onion the Skeleton Temporal Warden level 9
3rd Flare 122nd year of Ascendancy at 19:19
The Secret City
Discovered the truth about mages.
By Madame Onion the Skeleton Temporal Warden level 12
6th Dusk 122nd year of Ascendancy at 18:16
There And Back Again
Opened a portal to Maj'Eyal from the Far East.
By Madame Onion the Skeleton Temporal Warden level 35
19th Pyre 123rd year of Ascendancy at 14:42
Treasure Hoarder
Amass 3000 gold pieces.
By Madame Onion the Skeleton Temporal Warden level 35
1st Pyre 123rd year of Ascendancy at 02:35
Treasure Hunter
Amass 1000 gold pieces.
By Madame Onion the Skeleton Temporal Warden level 22
10th Regrowth 123rd year of Ascendancy at 05:53
Vampire Crusher
Destroyed the Master in its lair of the Dreadfell.
By Madame Onion the Skeleton Temporal Warden level 27
40th Regrowth 123rd year of Ascendancy at 19:44

Equipment
In Main Hand
Infinite Shallots (Shrouds)

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 48
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Armour Penetration:
+16
Attack speed:
60%
Firing range:
+10
Default ammo(infinite):
Base power: 51.5 - 72.1
Uses stats: 70% Dex, 50% Str
Damage type:
Physical
Armour Penetration:
+18
Physical crit. chance:
+3.0%
When wielded/worn:
Changes stats:
+8 Dex
Damage when the wearer hits(melee):
4 cold
Changes damage:
+30% physical / +8% lightning / +12% light
Talents cooldown: Volley of Arrows (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
Curse of Shrouds
Infinite Shallots (Shrouds)
On Fingers
Vargh Redemption

This azure ring seems to be always moist to the touch.

Infused by nature
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+6 Con / +4 Wil
Changes resistances:
+10% nature / +25% cold
Maximum mana:
+20.00
Maximum stamina:
+20.00
Maximum air capacity:
+50.00
It can be used to summon a tidal wave, costing 60 power out of 60/60.
Vargh Redemption
On Fingers
sneakthief's voratun ring of life

Rings can have magical properties.

Infused by nature
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+7 Cun / +8 Dex
Life regen:
+1.20
Maximum life:
+97.00
Light radius:
-2
Healing mod.:
+26%
sneakthief's voratun ring of life
Around Neck
Limmir's Amulet of the Moon

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Physical power:
+12
Changes stats:
+10 Con
Damage when the wearer is hit:
34 darkness
Changes resistances:
+10% blight / +10% all
Changes damage:
+9% all
Grants telepathy:
Demon/Major Demon/Minor
Life regen:
+2.00
Spellpower:
+16
Infravision radius:
+3
See invisible:
+14
Healing mod.:
+80%
Limmir's Amulet of the Moon
Light Source
Eldritch Pearl

Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.

Powered by arcane forces
0.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Physical power:
+12
Changes stats:
+4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in:
water
Spellpower:
+12
Light radius:
+6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Description: A wall of water rushes out from the caster with radius 1, increasing 1 per turn to a maximum eventual radius of 5, doing 56.33 cold damage and 73.33 physical damage as well as knocking back targets each turn for 8 turns.
The damage and duration will increase with your Spellpower.
Eldritch Pearl
Main Armor
Plate Armor of the King (15 def, 20 armour) (Corpses)

Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it.

Requires:
- Strength 48
- Talent Armour Training (level 4)
Crafted by
a master
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+20
Defense:
+15
Fatigue:
+26%
Changes stats:
+9 Wil
Changes resistances:
+10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness
Physical save:
+15
Spell save:
+25
Mental save:
+25
Stun/Freeze immunity:
+30%
Knockback immunity:
+30%
Maximum stamina:
+60.00
Light radius:
+1
Curse of Corpses
Plate Armor of the King (15 def, 20 armour) (Corpses)
Cloak
Cloak of Deception (Corpses)

A black cloak, with subtle illusion enchantments woven in its very fabric.

Powered by arcane forces
1.00 Encumbrance.

[Plot Item]
Type: armor / cloak

When wielded/worn:
Physical power:
+5
Spellpower:
+5
Curse of Corpses
Cloak of Deception (Corpses)
On Head
champion's iron helm of trickery (0 def, 3 armour) (Misfortune)

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour penetration:
+5
Armour:
+3
Fatigue:
+5%
Changes stats:
+2 Str / +2 Dex / +2 Wil / +2 Cun
Confusion immunity:
+10%
Light radius:
+2
Curse of Misfortune
champion's iron helm of trickery (0 def, 3 armour) (Misfortune)
Around Waist
Girdle of Preservation (Madness)

A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it.

Infused by nature
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes stats:
+5 Con / +5 Wil
Changes resistances:
+10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness
Physical save:
+15
Spell save:
+15
Mental save:
+15
Confusion immunity:
+20%
Curse of Madness
Girdle of Preservation (Madness)
On Hands
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (Corpses)

Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master.

Requires:
- Talent Armour Training
Powered by
arcane forces
7.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+7
Fatigue:
+10%
Changes resistances:
+10% physical / +20% acid
Changes resistances cap:
+5% physical / +10% acid
Changes resistances penetration:
+15% physical / +15% acid
Changes damage:
+5% physical / +10% acid
Talent cooldown: Clinch (
-2 turns)
Curse of Corpses
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (Corpses)
On Feet
Shifting Boots (7 def, 1 armour) (Madness)

Those leather boots can make anybody as annoying as their former possessor, Draebor.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+1
Defense:
+7
Fatigue:
+2%
Changes stats:
+8 Cun / +4 Dex
Talent mastery:
+0.10 Spell / Temporal
Curse of Madness
It can be used to blink to a nearby random location, costing 22 power out of 40/40.
Shifting Boots (7 def, 1 armour) (Madness)
Tool
Pick of Dwarven Emperors (dig speed 12 turns)

This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people.

Crafted by a master
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Changes stats:
+3 Str / +3 Con
Changes resistances penetration:
+10% physical
Physical save:
+7
Spell save:
+7
Mental save:
+7
Maximum life:
+50.00
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Pick of Dwarven Emperors (dig speed 12 turns)
Inventory
Orb of Many Ways

The orb projects images of distant places, some that seem to not be of this world, switching rapidly.
If used near a portal it could probably activate it.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: jewelry / orb

It can be used to activate a portal, costing 10 power out of 30/30.
Orb of Many Ways
Glory of the Pride

The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Accuracy:
+10
Physical power:
+10
Armour:
+10
Defense:
+5
Fatigue:
-15%
Changes damage:
+8% physical
Talent cooldown: Rush (
-6 turns)
Physical save:
+45
Confusion immunity:
+50%
Maximum mana:
-40.00
Maximum stamina:
+40.00
Glory of the Pride
Leek-n-Reek

Rings can have magical properties.

Powered by arcane forces
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Damage when the wearer hits(melee):
15 physical / 15 cold / 15 lightning / 4 nature
Changes resistances penetration:
+15% cold
Changes damage:
+2% nature / +15% cold
Allows you to breathe in:
water
Poison immunity:
+5%
Disarm immunity:
+80%
Pinning immunity:
+80%
Knockback immunity:
+80%
Leek-n-Reek
Lord Garlic

Rings can have magical properties.

Powered by arcane forces
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+20 Cun / +18 Dex
Damage when the wearer hits(melee):
3 arcane / 15 fire / 2 blight / 4 light
Changes resistances penetration:
+13% fire
Changes damage:
+6% mind / +14% acid / +15% fire
Disarm immunity:
+40%
Pinning immunity:
+40%
Stun/Freeze immunity:
+20%
Knockback immunity:
+40%
Light radius:
-4
Lord Garlic
Life Drinker (42-54.6 power, 11 apr) (Misfortune)

Black blood for foul deads. This dagger serves evil.

Requires:
- Magic 44
Crafted by
a master
1.00 Encumbrance.

Type: weapon / dagger

Base power: 42.0 - 54.6
Uses stats: 55% Mag, 35% Str
Damage type:
Physical
Armour Penetration:
+11
Physical crit. chance:
+18.0%
Attack speed:
100%
When wielded/worn:
Changes stats:
+6 Cun / +6 Mag
Changes damage:
+15% blight / +15% darkness / +15% acid
Spellpower:
+25
Spell crit. chance:
+10%
Infravision radius:
+2
Talent on hit(spell): Blood Grasp (15% chance level 2).
Curse of Misfortune
It can be used to activate talent Worm Rot (costing 40 power out of 50/50) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 40 out of 50/50.
Range: 6.00
Travel Speed: 600% of base
Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 24.27 acid and 22.34 blight damage.
If not cleared after five turns it will inflict 312.82 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
Life Drinker (42-54.6 power, 11 apr) (Misfortune)
Saluna (37.5-48.75 power, 30 apr) (Misfortune)

Sharp, short and deadly.

Requires:
- Dexterity 48
Powered by
arcane forces
1.00 Encumbrance.

Type: weapon / dagger

Base power: 37.5 - 48.8
Uses stats: 45% Dex, 45% Str
Damage type:
Physical
Armour Penetration:
+30
Physical crit. chance:
+10.0%
Attack speed:
100%
Damage when this weapon hits:
+51 blight / +51 temporal
When wielded/worn:
Armour penetration:
+2
Physical power:
+2
Changes stats:
+6 Mag / -15 Con
Damage when the wearer hits(melee):
4 nature / 2 poison
Damage when the wearer is hit:
15 temporal
Changes resistances:
+16% temporal
Changes damage:
+22% acid
Disease immunity:
+65%
Curse of Misfortune
It can be used to activate talent Epidemic (costing 80 power out of 80/80) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 6.00
Travel Speed: instantaneous
Description: Infects the target with a very contagious disease doing 61.14 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
Creatures suffering from that disease will also suffer healing reduction (56%).
The damage will increase with your Magic stat, and the spread chance increases with the blight damage.
Saluna (37.5-48.75 power, 30 apr) (Misfortune)
Corpsebow (Madness)

A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness.

Requires:
- Dexterity 16
- Talent Shoot
Powered by
arcane forces
Infused by
nature
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Attack speed:
80%
Firing range:
+7
Default ammo(infinite):
Base power: 20.0 - 28.0
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+7
Physical crit. chance:
+1.5%
When wielded/worn:
Damage when the wearer hits(ranged):
15 corrupted blood
Disease immunity:
+50%
Curse of Madness
Corpsebow (Madness)
Awakened Staff of Absorption (80-96 power, 60 apr, arcane damage) (Shrouds)

Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment.
Light around it seems to dim and you can feel its tremendous power simply by touching it.
The Sorcerers seem to have awakened its power.
"And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."

Requires:
- Magic 60
Powered by
unknown forces
7.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 80.0 - 96.0
Uses stat: 130% Mag
Damage type:
Arcane
Accuracy:
+30
Armour Penetration:
+60
Attack speed:
100%
When wielded/worn:
Changes stats:
+10 Mag / +10 Wil
Maximum mana:
+100.00
Spellpower:
+48
Spell crit. chance:
+15%
Allows you to speak and read the old Sher'Tul language.
Curse of Shrouds
It can be used to absorb energies, costing 200 power out of 200/200.
Awakened Staff of Absorption (80-96 power, 60 apr, arcane damage) (Shrouds)
Rope Belt of the Thaloren (Corpses)

The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.

Powered by arcane forces
Infused by
nature
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Changes stats:
+7 Cun / +8 Wil
Talent mastery:
+0.20 Wild-gift / Harmony
Mindpower:
+12
Curse of Corpses
Rope Belt of the Thaloren (Corpses)
Threads of Fate (10 def, 0 armour) (Shrouds)

Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+10
Changes stats:
+6 Mag / +6 Wil / +10 Lck
Changes resistances:
+20% temporal
Changes resistances cap:
+10% temporal
Changes damage:
+10% temporal
Talent masteries:
+0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination
Physical save:
+20
Spell save:
+20
Mental save:
+20
Confusion immunity:
+40%
Spellpower:
+8
Curse of Shrouds
It can be used to activate talent See the Threads (costing 1000 power out of 1000/1000) :
Effective talent level: 1.0
Use mode: Activated
Power cost: 1000 out of 1000/1000.
Range: melee/personal
Travel Speed: instantaneous
Description: You peer into three possible futures, allowing you to explore each for 5 turns. When the effect expires you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
This spell takes no time to cast.
Threads of Fate (10 def, 0 armour) (Shrouds)
radiant elven-silk robe of Angolwen (5 def, 0 armour) (Madness)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Defense:
+5
Changes stats:
+5 Mag / +5 Wil / +6 Cun / +5 Con
Changes resistances:
+12% darkness / +15% light
Changes damage:
+16% darkness / +20% light
Light radius:
+1
Curse of Madness
radiant elven-silk robe of Angolwen (5 def, 0 armour) (Madness)
Eden's Guile (2 def, 1 armour) (Misfortune)

The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+1
Defense:
+2
Fatigue:
+2%
Changes stats:
+3 Cun
Talent mastery:
+0.20 Cunning / Survival
Curse of Misfortune
It can be used to boost speed, costing 50 power out of 50/50.
Eden's Guile (2 def, 1 armour) (Misfortune)
heroic drakeskin leather gloves of regeneration (0 def, 9 armour) (Misfortune)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Crafted by a master
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+9
Changes resistances:
+13% cold / +11% fire
Life regen:
+1.40
Stamina each turn:
+0.50
Mana each turn:
+0.40
Maximum life:
+68.00
Curse of Misfortune
heroic drakeskin leather gloves of regeneration (0 def, 9 armour) (Misfortune)
purifying elven-silk wizard hat of the arcanist (3 def, 0 armour) (Nightmares)

A pointy cloth hat, very wizardly...

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Defense:
+3
Changes resistances:
+9% arcane / +12% blight
Physical save:
+9
Poison immunity:
+21%
Disease immunity:
+21%
Spellpower:
+6
Curse of Nightmares
It can be used to activate talent Manaflow (costing 80 power out of 80/80) :
Effective talent level: 1.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns.
The mana restored will increase with your Spellpower.
purifying elven-silk wizard hat of the arcanist (3 def, 0 armour) (Nightmares)
152 elemental dragonbone arrow (53.5-74.9 power, 18 apr)

Arrows are used with bows to pierce your foes to death.

Requires:
- Dexterity 48
Powered by
arcane forces
0.03 Encumbrance.

Type: ammo / arrow

Base power: 53.5 - 74.9
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+18
Physical crit. chance:
+3.0%
When wielded/worn:
Damage when the wearer hits(ranged):
4 acid / 16 lightning / 15 ice / 21 fire
152 elemental dragonbone arrow (53.5-74.9 power, 18 apr)
73 alchemist agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: alchemist-gem / black

When used as an alchemist bomb:
Bomb damage +5%
73 alchemist agate
Telos's Staff Crystal

A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.

Powered by arcane forces
0.00 Encumbrance.

Type: gem / multi-hued

When wielded/worn:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances:
+30% mind
Confusion immunity:
+30%
Fear immunity:
+30%
Light radius:
+2
When carried:
Light radius:
+2
When used to imbue an object:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances:
+30% mind
Confusion immunity:
+30%
Fear immunity:
+30%
Light radius:
+2
It can be used to combine with a staff, costing 1 power out of 1/1.
Telos's Staff Crystal
Demonic Orb of Many Ways

The orb projects images of distant places, some that seem to be not of this world, switching rapidly.
If used near a portal it could probably activate it.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

It can be used to activate a portal, costing 10 power out of 30/30.
Demonic Orb of Many Ways
Dragon Orb (Orb of Command)

This orb is warm to the touch.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
Changes stats:
+6 Cun
It can be used to use the orb, costing 1 power out of 1/1.
Dragon Orb (Orb of Command)
Elemental Orb (Orb of Command)

Flames swirl on the icy surface of this orb.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
Changes stats:
+6 Mag
It can be used to use the orb, costing 1 power out of 1/1.
Elemental Orb (Orb of Command)
Orb of Destruction (Orb of Command)

Visions of death and destruction fill your mind as you lift this orb.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
Changes stats:
+6 Str
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Destruction (Orb of Command)
Orb of Undeath (Orb of Command)

Dark visions fill your mind as you lift the orb. It is cold to the touch.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:
Changes stats:
+6 Dex
It can be used to use the orb, costing 1 power out of 1/1.
Orb of Undeath (Orb of Command)
Atamathon's Ruby Eye

One of the ruby eyes of the legendary giant golem: Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

0.00 Encumbrance.

[Plot Item]
Type: gem / red

When wielded/worn:
Changes damage:
+20% fire
Pinning immunity:
+50%
Maximum life:
+60.00
Light radius:
+2
When used to imbue an object:
Changes damage:
+20% fire
Pinning immunity:
+50%
Maximum life:
+60.00
Light radius:
+2
Atamathon's Ruby Eye
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
Runed Skull

Dull red runes are etched all over this blackened skull.

Powered by arcane forces
3.00 Encumbrance.

Type: gem / red

When carried:
Damage when the wearer is hit:
25 fire
Spellpower:
+7
Runed Skull
3 bloodstone

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / red

When wielded/worn:
Stun/Freeze immunity:
+60%
When used to imbue an object:
Stun/Freeze immunity:
+60%
3 bloodstone
3 fire opal

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / red

When wielded/worn:
Changes damage:
+10% all
When used to imbue an object:
Changes damage:
+10% all
3 fire opal
Transmogrification Chest

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.

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.
Transmogrification Chest
Rod of Annulment

You can feel magic draining out around this rod. Even nature itself seems affected.

Powered by arcane forces
2.00 Encumbrance.

Type: wand / wand

It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30.
Rod of Annulment
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)
Rod of Spydric Poison (3/3)

This rod carved out of a giant spider fang continuously drips venom.

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: wand / wand

It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75.
Rod of Spydric Poison (3/3)
Pearl of Life and Death

A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away.

Infused by nature
2.00 Encumbrance.

Type: gem / white

When carried:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck
Changes resistances:
+7% all
Changes damage:
+7% all
Stun/Freeze immunity:
+100%
Light radius:
+1
Pearl of Life and Death
3 diamond

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

When wielded/worn:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
When used to imbue an object:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
3 diamond
3 moonstone

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

When wielded/worn:
Defense:
+10
When used to imbue an object:
Defense:
+10
3 moonstone
2 pearl

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

When wielded/worn:
Changes resistances:
+10% all
When used to imbue an object:
Changes resistances:
+10% all
2 pearl
steel shield 'Lelyblek' (6 def, 2 armour) (Nightmares)

Handheld deflection devices

Requires:
- Strength 16
- Talent Armour Training (level 3)
Crafted by
a master
7.00 Encumbrance.

Type: armor / shield

When wielded/worn:
Armour:
+2
Defense:
+6
Ranged Defense:
+6
Fatigue:
+8%
Changes stats:
+5 Con
Changes resistances:
+23% lightning / +12% fire
Curse of Nightmares
steel shield 'Lelyblek' (6 def, 2 armour) (Nightmares)

Last Messages

Madame Onion killed warg!
Warg's remains glow with a strange light.
Madame Onion hits warg for
878 physical damage.
Madame Onion shoots!

Madame Onion performs a critical strike!
Madame Onion killed white wolf!
White wolf's remains glow with a strange light.
Madame Onion hits white wolf for
1042 physical damage.
Madame Onion shoots!

Madame Onion performs a critical strike!
Madame Onion killed white wolf!
White wolf's remains glow with a strange light.
Madame Onion hits white wolf for
815 physical damage.
There is an exit to the worldmap here (press '<', '>' or right click to use).
Ran for 8 turns (stop reason: at exit).

You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.

Saving done.

Saving game...

Today is the 17th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.

Today is the 18th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:56.

There is a Last Hope (Town) here (press '<', '>' or right click to use).
Saving done.

There is an exit to the worldmap here (press '<', '>' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ran for 19 turns (stop reason: detrimental status effect).

Melinda's father gives you:
steel shield 'Lelyblek' (6 def, 2 armour)
There is an exit to the worldmap here (press '<', '>' or right click to use).
Saving done.

Saving done.