











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Steamtech UI 1.1.4 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 21 / 51% |
Size | medium |
Lifes / Deaths | Killed by Vorarema the bandit at level 21 on the 5th Decay 122nd year of Ascendancy at 16:41 / 2Killed by Ce'Nodaminor the bandit at level 21 on the 5th Decay 122nd year of Ascendancy at 20:11 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 60 (base 43) |
Constitution | 14 (base 10) |
Magic | 63 (base 50) |
Willpower | 52 (base 17) |
Cunning | 30 (base 5) |
Resources
Life | -86/650 |
Paradox | 267 |
Healing Factor | 1.0372895330003 |
Regeneration | 3.3711909822511 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 14.394600685393 |
See Invisible | 17.394600685393 |
Offense: Mainhand
Damage | 68 |
Accuracy | 49 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 49 |
Crit Chance | 29% |
APR | 20 |
Speed | 0.90 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Mind | +3% |
Arcane | +18% |
Cold | +28% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 13 (58.594633868923%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 2.9238052216851 |
Physical Save | 23 |
Spell Save | 31 |
Mental Save | 32 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 3%( 70%) |
Cold | + 61%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | + 13%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 21%( 70%) |
Mind | + 3%( 70%) |
Fire | + 10%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 50% |
Fear Resistance | 100% |
Stun Resistance | 66% |
Poison Resistance | 100% |
Blind Resistance | 61% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 356 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 207 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost warrior from death by Zubelratira the shining mold. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed warg claw. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Spell.save +3 (+2 eff.) Max.HP +45.00 ---------- misc Max.hate +8.00 Light +6 Infravis +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +6 Wil +1 Cun dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +5 (+3 eff.) ---------- misc See.Invis +3 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 10 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +3% arcane Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +10 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Spell.pwr +20 (+6 eff.) S.pwr/crit +4 Dmg.mod +12% arcane Res.pen +25% blight Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +6% lightning +13% cold Res.pen +20% fire Melee Ret 2 lightning ----- def ----- Resists +9% lightning +26% cold HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Mag +1 Wil dps ---------- Mind.pwr +6 (+2 eff.) Melee Ret 4 temporal ----- def ----- Resists +3% temporal +12% darkness +10% fire +15% cold +13% light Mind.save +7 (+4 eff.) Blind- +21% Confus- +10% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 fire On Hit.r1 +4 lightning +16 fire On Crit.r2 +12 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +3% lightning Melee Ret 4 fire ----- def ----- Resists +12% lightning One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +7 Wil +4 Cun dps ---------- Spell.crit +4% Against +20% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 0% Mag, 50% Cun Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% mind +3% nature Mind.save +5 (+3 eff.) Die.at -60.00 life Max.HP +60.00 Stun/Frz- +10% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 Blind- +40% Confus- +40% ---------- misc Infravis +3 Masteries +0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -190 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 380 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 189.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 139 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 252 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +6 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +5% darkness +10% physical ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% darkness +6% fire ----- def ----- Armour +6 ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +11% acid Res.pen +5% light ----- def ----- Resists +22% acid +9% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% mind Res.pen +25% physical Acc +10 (+4 eff.) Apr +1 ----- def ----- Defense +5 (+1 eff.) Resists +22% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -5% Resists +22% cold ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +23.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +3% arcane +15% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Silence- +25% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +10% acid +12% fire +11% lightning +12% cold ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +6% physical Acc +15 (+5 eff.) ----- def ----- Resists +6% fire Die.at -80.00 life ---------- misc Equi/ret +0.08 Max.hate +8.00 Max.psi +10.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +15 (+8 eff.) Stun/Frz- +30% ---------- misc Max.stam +19.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Master/Psionic Power 23.5 - 35.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% physical Acc +7 (+3 eff.) Apr +10 Massive two-handed battleaxes. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 16.0 - 25.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 26 While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +31% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 16.0 - 22.4 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 darkness Against +7% Living On Crit.r2 +12 mind On Hit: 20% Curse of Defenselessness 2 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) ----- def ----- Phys.save +12 (+6 eff.) ---------- misc Stam/turn +1.00 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +8 Mag +11 Wil +8 Cun +6 Con dps ---------- Res.pen +10% fire ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Max.hate +4.00 Max.psi +40.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Normal] Power 26.5 - 37.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Master/Psionic Power 18.0 - 23.4 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 lightning On Hit.r1 +4 lightning +4 blight On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +5 (+2 eff.) ----- def ----- Resists +6% blight Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% blight +10% acid Melee Ret 8 acid ----- def ----- Resists +6% acid +9% blight Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 10.5 - 13.7 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+3 eff.) S.pwr/crit +2 Res.pen +5% blight Acc +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +26% ---------- misc Mana/s.crit +2.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 17.5 - 22.8 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +8 nature On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Mag +4 Con dps ---------- Phys.crit +7.0% Phys.pwr +9 (+4 eff.) Res.pen +20% mind ---------- misc Max.hate +6.00 Light +3 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego] Nature Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 56.65 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disease- +15% ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 longbow 2H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +4 mind On Crit.r2 +33 acid +30 nature While equipped: Stats +5 Str +6 Dex +3 Wil dps ---------- Phys.pwr +11 (+5 eff.) Res.pen +8% acid +11% physical +11% nature Apr +17 ----- def ----- Resists +3% light ---------- misc Light +2 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 37.0 - 51.8 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Proj.spd +200% Ranged+ +12 darkness +16 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Arcane/Master Power 43.0 - 60.2 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +11.0% Capacity 20 Ranged+ +11 light Against +12% Undead On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +6% cold +10% mind +6% fire Res.pen +5% fire ----- def ----- Resists +6% fire +10% mind +9% all Spell.save +16 (+8 eff.) ---------- misc Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 33.87 to 42.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T2 cloth armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +14% mind On Melee Ret: * 4% chance to slow global speed by 53% * 4 arcane resource burn ----- def ----- Resists +14% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +12 Defense +16 (+5 eff.) Fatigue +8% Mind.save +13 (+7 eff.) Max.HP +36.00 HP.reg +5.10 Heal.mod +10% A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +17% lightning +11% light +11% darkness A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Melee Ret 2 fire ----- def ----- Armour +4 Spell.save +6 (+3 eff.) Die.at -20.00 life Max.HP +60.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony 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. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +13% temporal Spell.save +7 (+4 eff.) Def/telep +15 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +45.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +1.0% Acc +16 (+6 eff.) ----- def ----- Armour +1 Resists +3% lightning Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% blight Die.at -80.00 life Disease- +10% Silence- +20% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil +2 Cun +2 Con dps ---------- Dmg.mod +15% lightning +15% darkness ----- def ----- Armour +1 Fatigue +1% Crit.chn- 15.00% Phys.save +10 (+5 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid +3% mind Res.pen +15% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Phys.save +3 (+1 eff.) Max.HP +43.00 Blind- +20% Disease- +10% Stun/Frz- +10% ---------- misc Light +3 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +21% Confus- +12% ---------- misc Light +8 See.Stealth +8 See.Invis +6 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +3% mind Die.at -20.00 life Heal.mod +20% Poison- +10% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Res.pen +15% physical Apr +1 ---------- misc Max.stam +20.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +5 Dex +5 Mag ----- def ----- Resists +3% lightning HP.reg +4.00 Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Bone of Distorted Time the Skeleton Temporal Warden level 6
27th Dusk 122nd year of Ascendancy at 19:55 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 10
5th Haze 122nd year of Ascendancy at 08:19 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 20
64th Haze 122nd year of Ascendancy at 11:15 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 18
62nd Haze 122nd year of Ascendancy at 23:51 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 6
76th Dusk 122nd year of Ascendancy at 15:16 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 12
16th Haze 122nd year of Ascendancy at 23:41 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 17
55th Haze 122nd year of Ascendancy at 08:07 see stats
By Bone of Distorted Time the Skeleton Temporal Warden level 21
5th Decay 122nd year of Ascendancy at 16:41 see stats
Log
Bone of Distorted Time is not silenced anymore.
Bone of Distorted Time uses iron torque of clear mind 'Cuthudugen'!
Shadow casts Phase Door.
Bethith the assassin feels pain again.
Ce'Nodaminor the bandit's aura of power vanishes.
Porada the shadowblade casts Drain.
Porada the shadowblade misses Bone of Distorted Time.
Ce'Nodaminor the bandit shoves Armoured skeleton warrior aside.
Melee retaliation hits Porada the shadowblade for 2 lightning, 5 temporal, 5 fire (12 total damage).
Porada the shadowblade hits Bone of Distorted Time for (118 absorbed), 0 blight, (70 absorbed), 0 blight, (23 absorbed), 0 darkness (0 total damage).
Bone of Distorted Time casts Warp Blade.
Porada the shadowblade is pinned to the ground.
Bone of Distorted Time hits Something for 5 lightning, 20 fire (25 total damage).
Bone of Distorted Time hits Porada the shadowblade for (23 parried), 51 temporal, 51 physical, 10 fire, 11 arcane, 5 lightning, 20 fire, (23 parried), 20 temporal, 20 physical, 11 arcane (199 total damage).
Bethith the assassin's aura of power vanishes.
Bethith the assassin is less vulnerable.
Armoured skeleton warrior misses Bone of Distorted Time.
Porada the shadowblade casts Curse of Vulnerability.
Bone of Distorted Time shrugs off the effect 'Curse of Vulnerability'!
Porada the shadowblade misses Bone of Distorted Time.
Melee retaliation hits Porada the shadowblade for 2 lightning, 5 temporal, 5 fire (12 total damage).
Porada the shadowblade hits Bone of Distorted Time for (50 absorbed), 0 blight, (8 absorbed), 0 light, (20 absorbed), 0 darkness (0 total damage).
Bethith the assassin shoves Armoured skeleton warrior aside.
Ce'Nodaminor the bandit's Steady Shot performs a ranged critical strike against Bone of Distorted Time!
Your shield crumbles under the damage!
The shield around Bone of Distorted Time crumbles.
Ce'Nodaminor the bandit's Steady Shot hits Bone of Distorted Time for (106 absorbed), 334 physical (334 total damage).
Bone of Distorted Time the level 21 skeleton temporal warden was decapitated to death by Ce'Nodaminor the bandit on level 3 of The Maze.