











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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: Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Temporal Warden |
Level / Exp | 34 / 67% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 34 on the 120th Vengeance 123rd year of Ascendancy at 03:15 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 69 (base 60) |
Constitution | 20 (base 10) |
Magic | 79 (base 60) |
Willpower | 17 (base 12) |
Cunning | 23 (base 10) |
Resources
Life | -707/943 |
Paradox | 390 |
Healing Factor | 1.3370588855781 |
Regeneration | 24.401324661801 |
Speed
Mental | -2.1316282072803E-12% |
Attack | -2.1316282072803E-12% |
Movement | +57% |
Spell | -2.1316282072803E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 26.58501015326 |
See Invisible | 26.58501015326 |
Offense: Mainhand
Damage | 119 |
Accuracy | 63 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Blight | +22% |
Physical | +12% |
Temporal | +15% |
All | 0% |
Offense: Damage Penetration
Temporal | +11% |
Physical | +9% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 23 (53.292302510663%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 31 |
Mental Save | 22 |
Defense: Resistances
Darkness | + 26%( 70%) |
Light | + 26%( 70%) |
Blight | + 19%( 70%) |
Cold | + 25%( 70%) |
Fire | + 19%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 50% |
Bleed Resistance | 10% |
Confusion Resistance | 30% |
Stun Resistance | 60% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 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 537 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 46 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Hounds | 1.56 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.56 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Bow Threading | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
You were given a memory crystal to improve your skills. The Hollow CrystalBut it didn't have any memories in it. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +5 Silence Resist +30% Confus Resist +30% Stun Resist +30% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Nature/Master Weapon Damage 65.5 - 91.7 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +20.0% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 84 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% temporal Ignore resists +10% mind Accuracy +5 (+1 eff.) defense ------ Unlife -80.00 life other ------- Max stamina +30.00 Light +6 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +3% fire +11% light +11% darkness Unlife -80.00 life Cut Resist +10% Disarm Resist +10% Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+4 eff.) Life +47.00 Life Regen +10.00 Healmod +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Life +40.00 Life Regen +8.00 Healmod +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Power +5 (+3 eff.) Accuracy +15 (+4 eff.) When Hit 8 lightning defense ------ Resistance +3% blight Spell save +8 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego++] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Shoot level 1 While equipped: Stats +3 Mag offense ------ Damage +9% temporal +12% physical Ignore resists +11% temporal +9% physical other ------- Reload +3 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 15 out of 8/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +4 Cun +1 Con defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.26 Chronomancy/Temporal Hounds +0.26 Chronomancy/Temporal Guardian Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 859% for 10 turns (0 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 276 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 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +20% other ------- Max mana +20.00 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +5% darkness +4% temporal +4% light +5% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +33% arcane Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +12% arcane +18% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Resistance +12% light Mind save +7 (+3 eff.) Silence Resist +21% Confus Resist +24% other ------- Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +8 Dex offense ------ Damage +12% acid +14% fire +12% physical When Hit 8 light defense ------ Armor +4 Resistance +2% physical +28% fire Unlife -40.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Mag offense ------ On-Hit 11 light On-Ranged-Hit 12 light Damage +13% light defense ------ Defense +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +6 Wil offense ------ Mindpower +10 (+5 eff.) On-Hit 11 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 16 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 16 other ------- Hate-on-crit +1.00 Max hate +9.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Con offense ------ Physical Power +11 (+6 eff.) Spellpower +11 (+4 eff.) Mindpower +8 (+4 eff.) defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +16 (+5 eff.) Damage +25% light Ignore Shields +13% defense ------ Armor +8 Defense +20 (+6 eff.) Shield Power +8% other ------- Wards +3 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 20.5 - 30.8 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 nature While equipped: Stats +3 Cun +4 Dex defense ------ Armor +4 Resistance +18% blight +6% mind +6% light Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Rare] Master Weapon Damage 49.5 - 79.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +20 acid On Hit: * 20% chance to reduce armor by 35% While equipped: Stats +7 Con offense ------ Critical power +10.00% Physical Power +14 (+7 eff.) Ignore resists +16% physical When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 35% * 20% chance to reduce all saves and defense by 16 defense ------ Disarm Resist +36% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane Weapon Damage 47.0 - 75.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +13 blight On-Hit, radius 1 +10 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Nature/Disrupt Weapon Damage 49.5 - 79.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +16 nature On Critical: * Deals 36 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +11 fire While equipped: Stats +12 Dex +2 Wil +5 Con defense ------ Resistance +12% light +6% lightning Life +40.00 Teleport Resist +20% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 cold Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature/Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +8 Cun +8 Con offense ------ Ignore resists +10% all Accuracy +16 (+4 eff.) Ignore Armor +8 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego+] Master Weapon Damage 36.5 - 51.1 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 87 fire damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 87 damage On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+4 eff.) Damage +3% nature +6% fire Ignore resists +15% temporal +8% fire On-Hit (Melee): * 20% chance to slow global speed by 41% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living While equipped: offense ------ Critical power +5.00% Spellpower +10 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +1% physical Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 136.36 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 14.5 - 18.9 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +17 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 25 While equipped: Stats +1 Mag offense ------ Physical Crit +7.0% Critical power +24.00% Damage +9% blight Accuracy +7 (+2 eff.) Ignore Armor +6 When Hit 2 blight defense ------ Defense +8 (+3 eff.) Disarm Resist +26% other ------- Max mana +60.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Weapon Damage 13.5 - 14.9 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Cun +7 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% physical Ignore resists +5% physical defense ------ Resistance +5% physical Spell save +4 (+2 eff.) other ------- 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 Encumbrance T1 arrow ammo [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Master Weapon Damage 28.0 - 39.2 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 19 Auto Reload 3 On-ranged-hit +20 nature On-crit, radius 2 +12 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 46.5 - 65.1 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 16 On-ranged-hit +20 light On-Hit, radius 1 +20 light On-crit, radius 2 +4 mind +16 light On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Arcane/Nature Weapon Damage 29.5 - 35.4 Physical Uses 70% Dex, 0% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +7 blight +11 cold On-crit, radius 2 +8 cold On Hit: * 8% chance to reduce strength, dexterity, and constitution by 25 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil offense ------ On shield block: * Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +17% fire defense ------ Resistance +13% all +25% fire other ------- Mana/turn +0.31 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Psionic While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% mind Mind save +11 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% light +18% cold Mind save +9 (+4 eff.) Life +40.00 Cut Resist +20% Disarm Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Psionic While equipped: Stats +9 Cun +4 Wil defense ------ Armor +12 Defense +13 (+4 eff.) Fatigue +12% Mind save +33 (+16 eff.) A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Life Regen +0.60 Healmod +12% other ------- Max vim +20.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +6% mind Ignore resists +20% arcane +5% light When Hit 2 arcane defense ------ Defense +1 (+0 eff.) Resistance +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +7 (+2 eff.) Physical save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +20% physical defense ------ Armor +4 Defense +10 (+3 eff.) Physical save +7 (+6 eff.) Mind save +18 (+9 eff.) other ------- Max psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Damage +9% temporal defense ------ Armor +5 Defense +5 (+2 eff.) Resistance +6% temporal Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +60.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +6% temporal A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +4 Dex defense ------ Armor +3 Defense +4 (+1 eff.) A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) Ignore resists +5% light When Hit 2 light defense ------ Armor +1 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +13 (+7 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +2.00 other ------- Stamina/turn +1.00 Max stamina +18.00 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. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Physical Crit +4.0% Physical Power +10 (+5 eff.) Ignore resists +25% physical Ignore Armor +4 defense ------ Armor +4 Fatigue +4% Resistance +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 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 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+5 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Wil offense ------ Physical Power +5 (+3 eff.) Damage +6% mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +6 (+5 eff.) other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% cold defense ------ Resistance +6% darkness +1% physical Life +44.00 Confus Resist +20% Knockbk Resist +10% other ------- 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 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +8% mind defense ------ Physical save +9 (+7 eff.) Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +4 Str +1 Dex defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Max mana +80.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 39. 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 cold damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By smackhhhhh the Halfling Temporal Warden level 10
72nd Vengeance 123rd year of Ascendancy at 19:13 see stats
By smackhhhhh the Halfling Temporal Warden level 20
92nd Vengeance 123rd year of Ascendancy at 20:56 see stats
By smackhhhhh the Halfling Temporal Warden level 30
107th Vengeance 123rd year of Ascendancy at 07:06 see stats
By smackhhhhh the Halfling Temporal Warden level 22
94th Vengeance 123rd year of Ascendancy at 00:14 see stats
By smackhhhhh the Halfling Temporal Warden level 34
120th Vengeance 123rd year of Ascendancy at 03:11 see stats
By smackhhhhh the Halfling Temporal Warden level 33
119th Vengeance 123rd year of Ascendancy at 21:37 see stats
By smackhhhhh the Halfling Temporal Warden level 25
94th Vengeance 123rd year of Ascendancy at 14:19 see stats
Log
Hurricane from Urkis, the High Tempest hits Temporal hound for 0 lightning damage.
Hurricane from Urkis, the High Tempest hits Smackhhhhh's temporal clone for (22 flat reduction), 121 lightning (121 total damage).
Smackhhhhh is not dazed anymore.
Smackhhhhh's awareness returns to normal.
Talent Blink Blade is ready to use.
Your summoned smackhhhhh's temporal clone disappears.
Hurricane from Urkis, the High Tempest hits smackhhhhh for (22 flat reduction), 94 lightning (94 total damage).
Hurricane from Urkis, the High Tempest hits Smackhhhhh's temporal clone for (42 shared) damage.
Hurricane from Urkis, the High Tempest killed Smackhhhhh's temporal clone!
Temporal hound resists!
Urkis, the High Tempest's Ice Shards hits Temporal hound for 0 cold damage.
Thunderstorm hits Temporal hound for 0 lightning damage.
Smackhhhhh uses Indomitable.
Smackhhhhh is moving freely.
Temporal hound has unraveled!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Hurricane from Urkis, the High Tempest hits Temporal hound for 0 lightning damage.
Talent Warp Blade is ready to use.
Hurricane from Urkis, the High Tempest killed Temporal hound!
Hurricane from Urkis, the High Tempest hits smackhhhhh for (22 flat reduction), 112 lightning (112 total damage).
Smackhhhhh casts Invigorate.
Smackhhhhh is invigorated.
Talent Breach is ready to use.
Hurricane from Urkis, the High Tempest hits smackhhhhh for (22 flat reduction), 89 lightning (89 total damage).
Hurricane from Urkis, the High Tempest hits Temporal hound for 120 lightning damage.
Something hits smackhhhhh for (22 flat reduction), 608 lightning (608 total damage).
smackhhhhh the level 34 halfling temporal warden was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 3 of Derth.