











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.7.0Donators/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: Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.0Official 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 Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 32 / 9% |
| Size | big |
| Lifes / Deaths | Killed by Porunn the skeleton warrior at level 26 on the 66th Pyre 123rd year of Ascendancy at 10:22 0 / 7Killed by Betirianor the elven warrior at level 28 on the 74th Pyre 123rd year of Ascendancy at 16:22 Killed by Emivea the maulotaur at level 30 on the 10th Flare 123rd year of Ascendancy at 23:17 Killed by Emivea the maulotaur at level 30 on the 1st Dusk 123rd year of Ascendancy at 01:14 Killed by Emivea the maulotaur at level 30 on the 1st Dusk 123rd year of Ascendancy at 01:17 Killed by Lisuwyn the elven mage at level 31 on the 68th Haze 123rd year of Ascendancy at 14:06 Killed by Grand Corruptor at level 32 on the 70th Haze 123rd year of Ascendancy at 05:45 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 76 (base 60) |
| Constitution | 15 (base 10) |
| Magic | 68 (base 60) |
| Willpower | 25 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | -362/860 |
| Paradox | 259 |
| Healing Factor | 1.5060311219418 |
| Regeneration | 27.485067975437 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 23.558927073978 |
| See Invisible | 23.558927073978 |
Offense: Mainhand
| Damage | 160 |
| Accuracy | 60 |
| Crit Chance | 30% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +27% |
| Light | +36% |
| Physical | +10% |
| Mind | +44% |
| Arcane | +28% |
| Cold | +35% |
| All | +5% |
Offense: Damage Penetration
| Mind | +20% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 32.317011280365 (72.903125182002%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 9 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 46%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 28%( 70%) |
| Fire | + 20%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 48% |
| Confusion Resistance | 24% |
| Silence Resistance | 23% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 487 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 98 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Neronn the rattlesnake. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glintnaught the pair of rough leather boots (25 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Defense +25 (+8 eff.) Resists +12% cold +6% fire +6% darkness +6% light Phys.save +9 (+5 eff.) Heal.mod +20% Silence- +23% Confus- +24% Stun/Frz- +20% A pair of boots made of leather. |
| Quiver | Flamecut the quiver of ash arrows (17/17, 135% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 135% Range: 1.4x Uses 100% Mag, 70% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 17 Phasing +20% Ranged+ +11 blight +8 arcane +12 fire On Hit.r1 +4 fire On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 25 On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Arrows are used with bows to pierce your foes to death. |
| Light source | Aerylevea the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Resists +9% lightning +6% light +12% blight Spell.save +3 (+2 eff.) Max.HP +46.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Duskspar the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Con +1 Mag dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +13% cold ----- def ----- Defense +2 (+1 eff.) Resists +9% darkness +19% cold Die.at -80.00 life A pointy cloth hat, very wizardly... |
| Tool | Zanudunalach the yew totem of healing [power 284] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +30 (+6 eff.) Dmg.mod +27% mind Res.pen +20% mind ----- def ----- Die.at -40.00 life ---------- misc Psi/ret +0.12 Max.hate +8.00 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Splendourclamor0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Wil dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +12% light +5% all Acc +12 (+3 eff.) ----- def ----- Mind.save +18 (+9 eff.) Max.HP +56.00 HP.reg +12.00 Heal.mod +15% ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Chamadas'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +5.0% Phys.pwr +17 (+3 eff.) Melee Ret 10 blight ----- def ----- Defense +20 (+6 eff.) Spell.save +8 (+4 eff.) ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Size +1 A belt that goes around your waist. |
| In main hand | Delugen the Glimmerkiss4.0 T2 longbow 2H weapon [Random Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +4 light +12 cold On Hit: 10% Arcane Vortex 2 On Hit: 10% Shoot 1 While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+3 eff.) Dmg.mod +6% light +17% cold +15% darkness +11% arcane ----- def ----- Resists +3% light Longbows are used to shoot arrows at your foes. |
| On hands | dwarven-steel gauntlets 'Eremodelin' (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +12% arcane Res.pen +10% physical Acc +22 (+6 eff.) Apr +2 ----- def ----- Armour +2 Defense +10 (+4 eff.) Fatigue +3% Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Disarm- +28% ---------- misc Stam/turn +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chalotir the Glintsmash (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 4 mind 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +12% Resists +19% acid Max.HP +26.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of mail. |
| Cloak | Layubrelle (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +1% physical Max.HP +92.00 Disarm- +20% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 7 light 8 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 16% * 6% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 210; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -418; dur 6; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 6 turns. While Heroism is active, you will only die when reaching -418 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1012 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 515%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 515% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 666%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 666% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 6; phase 20; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 13; resist 19%; move 35%; dur 5; cd 19)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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 35% faster, and you are invisible (power 13). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 490; dur 5; cd 16)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 490 damage for 5 turns. Its effects scale with your Dexterity 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 |
steel onyx ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +6 Cun +3 Con dps ---------- Melee+ 9 physical Ranged+ 11 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 19 On Hit (Ranged): * 13% chance to reduce all saves and defense by 19 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
psionicist's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Melee+ 20 light Ranged+ 12 light Dmg.mod +11% light ----- def ----- Mind.save +10 (+5 eff.) Rings make your fingers look great! |
shimmering elven-wood magestaff of the prodigy (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Mag +15 Wil +11 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) S.pwr/crit +6 Dmg.mod +25% arcane ---------- misc Mana/turn +0.20 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eclipsefame (131% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 131% Range: 1.4x Uses 150% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Res.pen +5% darkness Acc +14 (+4 eff.) ----- def ----- Armour +4 Resists +6% acid +12% mind +12% blight Die.at -40.00 life Blind- +20% Confus- +20% Blunt and deadly. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Lelildir the Snownull (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 99% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature 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 (+3 eff.) Melee+ 9 mind 9 darkness Dmg.mod +15% fire +5% mind +4% darkness Res.pen +20% cold +20% temporal Melee Ret 6 cold ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
projecting thorny mindstar of frost (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature 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 (+3 eff.) Melee+ 9 cold Dmg.mod +10% lightning +16% cold +8% fire Res.pen +4% cold ----- def ----- Armour +9 Resists +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
dreamer's pulsing mindstar of life (104% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +11% mind Mind.save +5 (+2 eff.) Max.HP +13.00 HP.reg +0.50 ---------- misc Psi/turn +0.70 Max.psi +26.00 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. |
Arytta4.0 T2 longbow 2H weapon [Random Unique] Arcane Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +4 blight +11 cold +26 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 While equipped: dps ---------- Dmg.mod +6% blight +14% cold +31% fire Longbows are used to shoot arrows at your foes. |
storming pouch of dwarven-steel shots of accuracy (22/22, 134% power, 3 apr)3.0 T3 shot ammo [Ego] Nature/Master Power 134% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 22 Ranged+ +15 lightning On Crit.r2 +8 lightning Shots are used with slings to pummel your foes to death. |
stargazer's linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +17 (+5 eff.) Dmg.mod +7% darkness +7% light +7% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
multi-hued cured leather armour of command (13 def, 9 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Armour +9 Defense +13 (+5 eff.) Fatigue +7% Resists +8% acid +6% physical +9% cold +5% lightning +6% fire Mind.save +13 (+6 eff.) A suit of armour made of leather. |
Falygar the voratun mail armour (5 def, 15 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Master/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +6% mind Acc +20 (+5 eff.) ----- def ----- Armour +15 Defense +5 (+2 eff.) Fatigue +5% Resists +8% mind +8% physical Phys.save +23 (+11 eff.) Mind.save +24 (+11 eff.) Die.at -80.00 life A suit of armour made of mail. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training Str 28 [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +0% Pinning- +50% Stun/Frz- +30% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
stralite plate armour 'Muckwrack' (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Random Unique] Arcane/Master While equipped: Stats +8 Con dps ---------- Res.pen +5% nature +10% fire Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +13 Fatigue +34% Resists +9% darkness +9% nature +35% fire +9% arcane -14% light Phys.save +8 (+4 eff.) Spell.save +23 (+11 eff.) Mind.save +7 (+3 eff.) A suit of armour made of metal plates. |
hardened leather belt 'Emomira'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +4 Con +3 Wil ----- def ----- Defense +30 (+9 eff.) Resists +18% lightning +6% mind Spell.save +15 (+8 eff.) Mind.save +9 (+4 eff.) Die.at -40.00 life Max.HP +69.00 Pinning- +20% Knockbk- +20% A belt that goes around your waist. |
restorative pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +7% physical ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +15% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Snowbright the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% arcane Res.pen +15% acid Acc +10 (+3 eff.) Melee Ret 8 arcane ----- def ----- Armour +2 Resists +21% cold +11% darkness +5% arcane ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.3 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 5 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
defender's hardened leather cap of dexterity (+4) (6 def, 9 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +7 (+4 eff.) A cap made of leather. |
8 agate0.0 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. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine0.0 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. |
11 citrine0.0 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 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. |
6 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
8 amethyst0.0 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 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. |
557 alchemist agate0.0 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Xabeth the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% blight ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Yarochik the iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str +5 Dex +1 Wil +1 Con Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 116 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Airwreck' [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Wil +2 Mag dps ---------- Spell.crit +4% Spell.pwr +15 (+5 eff.) Res.pen +15% blight +20% lightning Blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm wand of lightning storm 'Searcrypt' [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun +1 Str dps ---------- Dmg.mod +6% fire Melee Ret 8 fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sungash the ash wand of shielding [power 206] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +25 (+5 eff.) Spell.pwr +15 (+5 eff.) S.pwr/crit +4 Dmg.mod +6% arcane ----- def ----- Armour +10 ---------- misc Stam/turn +3.00 Light +3 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Two the Shalore Temporal Warden level 14
34th Dusk 122nd year of Ascendancy at 02:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Two the Shalore Temporal Warden level 31
52nd Haze 123rd year of Ascendancy at 21:32 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Two the Shalore Temporal Warden level 21
15th Haze 122nd year of Ascendancy at 09:15 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Two the Shalore Temporal Warden level 31
52nd Haze 123rd year of Ascendancy at 22:33 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Two the Shalore Temporal Warden level 30
10th Flare 123rd year of Ascendancy at 10:06 see stats
Impossible Death (Insane (Adventure) difficulty)
Got killed by your future self.By Two the Shalore Temporal Warden level 27
68th Pyre 123rd year of Ascendancy at 08:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Two the Shalore Temporal Warden level 10
10th Flare 122nd year of Ascendancy at 11:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Two the Shalore Temporal Warden level 20
12nd Haze 122nd year of Ascendancy at 09:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Two the Shalore Temporal Warden level 30
7th Flare 123rd year of Ascendancy at 16:30 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Two the Shalore Temporal Warden level 21
35th Haze 122nd year of Ascendancy at 07:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Two the Shalore Temporal Warden level 30
8th Flare 123rd year of Ascendancy at 13:27 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Two the Shalore Temporal Warden level 23
53rd Pyre 123rd year of Ascendancy at 05:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Two the Shalore Temporal Warden level 19
71st Dusk 122nd year of Ascendancy at 09:15 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Two the Shalore Temporal Warden level 22
56th Regrowth 123rd year of Ascendancy at 15:05 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Two the Shalore Temporal Warden level 15
46th Dusk 122nd year of Ascendancy at 13:29 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Two the Shalore Temporal Warden level 5
79th Pyre 122nd year of Ascendancy at 20:41 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Two the Shalore Temporal Warden level 30
7th Flare 123rd year of Ascendancy at 19:16 see stats
Log
Drop some of your items.
Resting starts...
Two retunes the fabric of spacetime.
Temporal hound has unraveled!
Decrepitude Disease from Grand Corruptor hits Temporal hound for 0 blight damage.
Weakness Disease from Grand Corruptor hits Temporal hound for 0 blight damage.
Weakness Disease from Grand Corruptor killed Temporal hound!
Something hits Temporal hound for 0 blight damage.
Rested for 1 turns (stop reason: taken damage).
Two is free from the weakness disease.
You are no longer encumbered.
Two has recovered!
Temporal hound stops regenerating health quickly.
Temporal hound has unraveled!
Decrepitude Disease from Grand Corruptor hits Temporal hound for 0 blight damage.
Weakness Disease from Grand Corruptor hits Two for 54 blight damage.
Decrepitude Disease from Grand Corruptor hits Two for 54 blight damage.
Decrepitude Disease from Grand Corruptor killed Temporal hound!
Two is free from the decrepitude disease.
Two slows down.
Something hits Two for 356 blight damage.
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Two speeds up.
Two has recovered!
Grand Corruptor casts Blood Grasp.
Grand Corruptor's Soul Rot hits Two for 627 blight damage.
Two the level 32 shalore temporal warden was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
























































































































