Temporal Warden character guide
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Temporal Warden character guide
Introduction
So you've just completed a Doctor Who marathon and want to roleplay as him in ToME. Or maybe you just want to unlock Paradox Mage. Either way, welcome to one of the game's trickiest, but also most powerful and fun-to-play classes.
The key to playing a TW is focus. They have a lot of great skills, but they can't be good at all of them – especially not early on. This guide is by no means the only way to make a good TW, but it is the strongest approach of the several I've tried. I've won the game with it, beat Atamathon, and (in a separate game) gone past level 100 of the ID.
This build focuses on bow skills for early damage and crowd control, later branching out into magic skills because they're awesome.
Race
There are two kinds of races for a TW: Shalore and everything else. Shaloren are unequivocally the best in the long run – the synergy between Timeless and Invigorate is incredible, especially in the ID – but they have a somewhat rocky start and are hecka cheesy. If you don't like Shaloren, pretty much any other race makes at least a decent TW. Skeleton is probably the most durable.
That said, just go with Shalore.
Stats
Focus on Dex early on – it's your damage stat and is also needed to make your stuns stick. Then raise Con until you can 5/5 Thick Skin (using items, of course). Then max out Magic. Then, and only then, can you afford to dump the rest of your points into Willpower. (You can add a point or two into Wil earlier on if you're really close to the requirements for a key skill, but be disciplined! It's surprisingly easy to get carried away and gimp either your damage or your survivability.)
Class Points
Dual Techniques: Invest two points into this tree early on to get the benefit of Flurry, which is a great way to deal with troublesome bosses and rares. I like to cheese it and take the points out later. In the long run, you are going to have a staff in your offslot – but not until level 20-30 or so.
Archery – Bows: Five points in the first skill as soon as you can, and one in the second. Sometime in your teens, you should start investing in Volley of Arrows, although it doesn't need to be maxed.
Archery Prowess: 1/1/1/5 fairly early, because Scatter Shot is a great way of disabling crowds. I usually put either my my second category point into this, reserving the first for an inscription slot. The other skills in this tree are quite good as well, but you have better.
Spacetime Folding: This one is tricky. The skills are all very strong, but require a heavy investment in Willpower (for prereqs) and Magic (because they scale with spellpower), so you need to be cautious at the start. Put points into Weapon Folding as your Wil-boosting items allow, since you will be desperate for damage early on. Swap is decent, since it's your only source of confusion, but skippable – it gets not one but two save checks, can drop you in a difficult situation, and can't be used in vaults. Displace Damage is probably the best defensive buff in the game, but you shouldn't rush Willpower to get it, since that will hurt your Dex/Con focus. Instead, put points into it as items allow – you will probably have it maxed by your early 20s anyway. Finally, Temporal Wake is one of the best spells in the game, but early on you won't have the spellpower to make it hurt, the Spacetime Mastery points to reduce the cooldown, or the paradox to be able to spam it. Max it, but not until level 40 or so.
Speed Control: Scales with Magic and tends not to mesh very well with your other skills. Slow is amazing when it works, but it's hard to get it to stick on tough enemies until very late, and easy to find yourself wanting to teleport into it. Haste is great, and you should max it if you're a Shalore, but not until your 30s or so.
Temporal Combat: Another amazing but tricky-to-manage tree. You probably won't have the points to spare for Strength of Purpose, although it's a very good skill. The same goes for Quantum Feed. Invigorate should be maxed by mid-game, but it doesn't make a huge difference early on, although you should invest at least one point as early as you can for the stamina regen. Damage Smearing is amazing (among other things, it means that you get the benefit from Displace Damage twice), but it takes a while to be in position to leverage it; you'll need temporal resist items and maybe a wand with temporal wards. Even early, though, it's worth a point for “oh crap I am definitely going to die the next turn” situations. Beware: enemies with large amounts of +damage to all (Atamathon, basically) will get that bonus damage twice when you have Damage Smearing up. This cost me two lives until I figured out what was going on. Note that the Damage Smearing buff (as well as the Smeared effect) is marked as Other, not Magical; it doesn't benefit from Timeless, but it also can't be removed by Dispel Magic and the like.
Time Travel: This is not a popular choice, going by the vault, which is odd because it is amazing. My last cat point usually goes to unlock this. Static History is mandatory if you didn't decide to pick up Hidden Resources ( for which see below), but, even without that, Echoes from the Past makes the tree worthwhile. It doesn't get good until very late in the game, when monsters start to have massive amounts of hitpoints; but, when it does, you can easily start to rack up Corrupter-style damage numbers, especially in the ID. And it benefits from your temporal damage bonus!
Generics
In the main game, this will obviously be heavily influenced by what escorts you happen to get. (The Healing Light tree is as great for wardens as it is for every other magic-based character.) Ruined Earth (from the Last Hope Cemetery) is great if you picked up Draconic Will, since it will cripple surrounding characters but not you. Other than that, build order is mostly common sense. You want Accuracy and Thick Skin as early as you can get them, and Spacetime Mastery as soon as you can afford it (i.e. as soon as you have enough Willpower-boosting items). Chronomancy is not worth a heavy investment of points. Max Timeless as soon as you can, assuming you're a Shalore, which you should be. Finally, for the ID, I like to take the Cunning/Survival tree for Charms Mastery and Evasion.
Prodigies
Draconic Will is virtually mandatory – with Timeless and Invigorate, it basically makes you immune to all negative effects. Have it set to autocast when enemies are sighted. Hidden Resources (easily obtainable via a heroism infusion) will solve all your paradox problems forever. In SVN, Temporal Form has been boosted enough to be worth considering, and will increase your damage considerably, but I still think that Hidden Resources is a little better for those long-drawn-out slugfests. (I picked up Temporal Form in my current game, and am considering using the console to swap it with HR, but feel like this might be cheating. Leveling yet another TW to the same level with different prodigies would, however, be hecka boring. Thoughts?)
And in conclusion...
Here's the dump from my current SVN ID Warden (separate post due to size):
So you've just completed a Doctor Who marathon and want to roleplay as him in ToME. Or maybe you just want to unlock Paradox Mage. Either way, welcome to one of the game's trickiest, but also most powerful and fun-to-play classes.
The key to playing a TW is focus. They have a lot of great skills, but they can't be good at all of them – especially not early on. This guide is by no means the only way to make a good TW, but it is the strongest approach of the several I've tried. I've won the game with it, beat Atamathon, and (in a separate game) gone past level 100 of the ID.
This build focuses on bow skills for early damage and crowd control, later branching out into magic skills because they're awesome.
Race
There are two kinds of races for a TW: Shalore and everything else. Shaloren are unequivocally the best in the long run – the synergy between Timeless and Invigorate is incredible, especially in the ID – but they have a somewhat rocky start and are hecka cheesy. If you don't like Shaloren, pretty much any other race makes at least a decent TW. Skeleton is probably the most durable.
That said, just go with Shalore.
Stats
Focus on Dex early on – it's your damage stat and is also needed to make your stuns stick. Then raise Con until you can 5/5 Thick Skin (using items, of course). Then max out Magic. Then, and only then, can you afford to dump the rest of your points into Willpower. (You can add a point or two into Wil earlier on if you're really close to the requirements for a key skill, but be disciplined! It's surprisingly easy to get carried away and gimp either your damage or your survivability.)
Class Points
Dual Techniques: Invest two points into this tree early on to get the benefit of Flurry, which is a great way to deal with troublesome bosses and rares. I like to cheese it and take the points out later. In the long run, you are going to have a staff in your offslot – but not until level 20-30 or so.
Archery – Bows: Five points in the first skill as soon as you can, and one in the second. Sometime in your teens, you should start investing in Volley of Arrows, although it doesn't need to be maxed.
Archery Prowess: 1/1/1/5 fairly early, because Scatter Shot is a great way of disabling crowds. I usually put either my my second category point into this, reserving the first for an inscription slot. The other skills in this tree are quite good as well, but you have better.
Spacetime Folding: This one is tricky. The skills are all very strong, but require a heavy investment in Willpower (for prereqs) and Magic (because they scale with spellpower), so you need to be cautious at the start. Put points into Weapon Folding as your Wil-boosting items allow, since you will be desperate for damage early on. Swap is decent, since it's your only source of confusion, but skippable – it gets not one but two save checks, can drop you in a difficult situation, and can't be used in vaults. Displace Damage is probably the best defensive buff in the game, but you shouldn't rush Willpower to get it, since that will hurt your Dex/Con focus. Instead, put points into it as items allow – you will probably have it maxed by your early 20s anyway. Finally, Temporal Wake is one of the best spells in the game, but early on you won't have the spellpower to make it hurt, the Spacetime Mastery points to reduce the cooldown, or the paradox to be able to spam it. Max it, but not until level 40 or so.
Speed Control: Scales with Magic and tends not to mesh very well with your other skills. Slow is amazing when it works, but it's hard to get it to stick on tough enemies until very late, and easy to find yourself wanting to teleport into it. Haste is great, and you should max it if you're a Shalore, but not until your 30s or so.
Temporal Combat: Another amazing but tricky-to-manage tree. You probably won't have the points to spare for Strength of Purpose, although it's a very good skill. The same goes for Quantum Feed. Invigorate should be maxed by mid-game, but it doesn't make a huge difference early on, although you should invest at least one point as early as you can for the stamina regen. Damage Smearing is amazing (among other things, it means that you get the benefit from Displace Damage twice), but it takes a while to be in position to leverage it; you'll need temporal resist items and maybe a wand with temporal wards. Even early, though, it's worth a point for “oh crap I am definitely going to die the next turn” situations. Beware: enemies with large amounts of +damage to all (Atamathon, basically) will get that bonus damage twice when you have Damage Smearing up. This cost me two lives until I figured out what was going on. Note that the Damage Smearing buff (as well as the Smeared effect) is marked as Other, not Magical; it doesn't benefit from Timeless, but it also can't be removed by Dispel Magic and the like.
Time Travel: This is not a popular choice, going by the vault, which is odd because it is amazing. My last cat point usually goes to unlock this. Static History is mandatory if you didn't decide to pick up Hidden Resources ( for which see below), but, even without that, Echoes from the Past makes the tree worthwhile. It doesn't get good until very late in the game, when monsters start to have massive amounts of hitpoints; but, when it does, you can easily start to rack up Corrupter-style damage numbers, especially in the ID. And it benefits from your temporal damage bonus!
Generics
In the main game, this will obviously be heavily influenced by what escorts you happen to get. (The Healing Light tree is as great for wardens as it is for every other magic-based character.) Ruined Earth (from the Last Hope Cemetery) is great if you picked up Draconic Will, since it will cripple surrounding characters but not you. Other than that, build order is mostly common sense. You want Accuracy and Thick Skin as early as you can get them, and Spacetime Mastery as soon as you can afford it (i.e. as soon as you have enough Willpower-boosting items). Chronomancy is not worth a heavy investment of points. Max Timeless as soon as you can, assuming you're a Shalore, which you should be. Finally, for the ID, I like to take the Cunning/Survival tree for Charms Mastery and Evasion.
Prodigies
Draconic Will is virtually mandatory – with Timeless and Invigorate, it basically makes you immune to all negative effects. Have it set to autocast when enemies are sighted. Hidden Resources (easily obtainable via a heroism infusion) will solve all your paradox problems forever. In SVN, Temporal Form has been boosted enough to be worth considering, and will increase your damage considerably, but I still think that Hidden Resources is a little better for those long-drawn-out slugfests. (I picked up Temporal Form in my current game, and am considering using the console to swap it with HR, but feel like this might be cheating. Leveling yet another TW to the same level with different prodigies would, however, be hecka boring. Thoughts?)
And in conclusion...
Here's the dump from my current SVN ID Warden (separate post due to size):
Re: Temporal Warden character guide
Code: Select all
[ToME4 @ www.te4.org Character Dump]
Sex : Male STR: 29
Race : Shalore DEX: 103
Class : Temporal WardenMAG: 131
Level : 80 WIL: 42
Exp : 2% CUN: 36
Gold : 24679.75 CON: 40
Accuracy(Main Hand): 73 Life : 1963/1963Encumbrance : 89/92
Damage (Main Hand): 135 Stamina : 317/317 Difficulty : Normal
Permadeath : Adventure
APR (Main Hand): 38
Crit (Main Hand): 44%
Speed (Main Hand): 0.70
Range (Main Hand): 10
Equilibrium : 0
Paradox : 400
Fatigue : 10% Spellpower : 78
Armor : 16 Spell Crit : 30.8%
Armor Hardiness : 30% Spell Speed : 1
Defense : 36.775
Ranged Defense : 42.85
All damage : 0%
Lightning damage : 20%
Light damage : 15%
Darkness damage : 15%
Temporal damage : 20%
Physical Save : 26.075
Spell Save : 47.516666666667
Mental Save : 35.65
All Resists: 26%
Fire Resist(cap): 15%( 70%)
Cold Resist(cap): 59%( 70%)
Lightning Resist(cap): 41%( 70%)
Nature Resist(cap): 52%( 70%)
Blight Resist(cap): 41%( 70%)
Darkness Resist(cap): 41%( 70%)
Temporal Resist(cap): 41%( 70%)
Bleed Resistance: 80%
Confusion Resistance: 23%
Number of NPC killed: 10450
Most killed NPC: brittle clear ooze (911)
[Talents Chart]
- Race / Shalore (mastery 1.00)
Grace of the Eternals (generic) 1/5
Magic of the Eternals (generic) 1/5
Secrets of the Eternals (generic) 1/5
Timeless (generic) 8/5
- Technique / Dual techniques (mastery 1.00)
Dual Strike (class) 0/5
Flurry (class) 0/5
Sweep (class) 0/5
Whirlwind (class) 0/5
- Technique / Archery - bows (mastery 1.00)
Bow Mastery (class) 6/5
Piercing Arrow (class) 1/5
Dual Arrows (class) 1/5
Volley of Arrows (class) 3/5
- Technique / Archery prowess (mastery 1.00)
Flare (class) 1/5
Crippling Shot (class) 1/5
Pinning Shot (class) 1/5
Scatter Shot (class) 5/5
- Technique / Combat training (mastery 1.10)
Thick Skin (generic) 6/5
Armour Training (generic) 1/5
Combat Accuracy (generic) 6/5
Weapons Mastery (generic) 0/5
Dagger Mastery (generic) 0/5
- Cunning / Survival (mastery 1.00)
Heightened Senses (generic) 1/5
Charm Mastery (generic) 7/5
Piercing Sight (generic) 1/5
Evasion (generic) 6/5
- Chronomancy / Chronomancy (mastery 1.10)
Precognition (generic) 0/5
Foresight (generic) 0/5
Moment of Prescience (generic) 0/5
Spin Fate (generic) 0/5
- Chronomancy / Speed Control (mastery 1.10)
Celerity (class) 1/5
Stop (class) 1/5
Slow (class) 1/5
Haste (class) 6/5
- Chronomancy / Temporal Combat (mastery 1.30)
Strength of Purpose (class) 1/5
Invigorate (class) 6/5
Quantum Feed (class) 1/5
Damage Smearing (class) 6/5
- Chronomancy / Time Travel (mastery 1.00)
Static History (class) 5/5
Time Skip (class) 1/5
Echoes From The Past (class) 8/5
Temporal Reprieve (class) 0/5
- Chronomancy / Spacetime Folding (mastery 1.30)
Weapon Folding (class) 4/5
Swap (class) 1/5
Displace Damage (class) 8/5
Temporal Wake (class) 6/5
- Chronomancy / Spacetime Weaving (mastery 1.00)
Dimensional Step (generic) 1/5
Banish (generic) 1/5
Wormhole (generic) 1/5
Spacetime Mastery (generic) 8/5
- Uber / Strength (mastery 1.00)
Flexible Combat (class) 0/1
You Shall Be My Weapon! (class) 0/1
Massive Blow (class) 0/1
Steamroller (class) 0/1
Irresistible Sun (class) 0/1
I Can Carry The World! (class) 0/1
Legacy of the Naloren (class) 0/1
Superpower (class) 0/1
- Uber / Dexterity (mastery 1.00)
Through The Crowd (class) 0/1
Swift Hands (class) 0/1
Windblade (class) 0/1
Windtouched Speed (class) 0/1
Giant Leap (class) 0/1
Crafty Hands (class) 0/1
Roll With It (class) 0/1
Vital Shot (class) 0/1
- Uber / Constitution (mastery 1.00)
Draconic Body (class) 0/1
Bloodspring (class) 0/1
Eternal Guard (class) 0/1
Never Stop Running (class) 0/1
Armour of Shadows (class) 0/1
Spine of the World (class) 0/1
Fungal Blood (class) 0/1
Corrupted Shell (class) 0/1
- Uber / Magic (mastery 1.00)
Spectral Shield (class) 0/1
Aether Permeation (class) 0/1
Mystical Cunning (class) 0/1
Arcane Might (class) 0/1
Temporal Form (class) 1/1
Blighted Summoning (class) 0/1
Revisionist History (class) 0/1
Cauterize (class) 0/1
- Uber / Willpower (mastery 1.00)
Draconic Will (class) 1/1
Meteoric Crash (class) 0/1
Garkul's Revenge (class) 0/1
Hidden Resources (class) 0/1
Lucky Day (class) 0/1
Unbreakable Will (class) 0/1
Spell Feedback (class) 0/1
Mental Tyranny (class) 0/1
- Uber / Cunning (mastery 1.00)
Fast As Lightning (class) 0/1
Tricky Defenses (class) 0/1
Endless Woes (class) 0/1
Secrets of Telos (class) 0/1
Elemental Surge (class) 0/1
Eye of the Tiger (class) 0/1
Worldly Knowledge (class) 0/1
Tricks of the Trade (class) 0/1
[Inscriptions (4/4)]
Rune: Teleportation
Infusion: Regeneration
Infusion: Wild
Rune: Shielding
[Current Effects]
- Strength of Purpose
- Quantum Feed
- Displace Damage
- Spacetime Tuning
- Secrets of the Eternals
- Weapon Folding
[Character Equipment]
In main hand
a) Storm Fury
Type: weapon / longbow ; tier 5
It must be held with both hands.
Attack speed: 70%
Firing range: +10
When wielded/worn:
Ranged Defense: +15
Changes stats: +5 Dex / +7 Mag
Damage when the wearer hits(ranged): 75 lightning
Changes resistances: +20% lightning
Changes damage: +20% lightning
Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air
Spellpower: +20
In off hand
On fingers
b) conjurer's voratun ring of life
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +8 Wil / +7 Mag
Life regen: +2.00
Maximum life: +86.00
Spellpower: +11
Healing mod.: +16%
Dropped by poison ooze
c) sneakthief's voratun ring of life
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +8 Cun / +8 Dex
Life regen: +1.50
Maximum life: +78.00
Healing mod.: +28%
Around neck
d) mindweaver's voratun amulet of healing
Type: jewelry / amulet ; tier 5
When wielded/worn:
Changes stats: +6 Cun
Mental save: +14
Cut immunity: +80%
Confusion immunity: +23%
Mindpower: +15
Healing mod.: +19%
It can be used to activate talent Heal, placing all other charms into a 42 cooldown :
Effective talent level: 3.0
Power cost: 42 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Is: a nature gift
Description: Imbues your body with natural energies, healing for 287 life.
The life healed will increase with your Mindpower.
Light source
e) Umbraphage
Type: lite / lite ; tier 3
When wielded/worn:
Changes resistances: +20% darkness
Changes resistances penetration: +10% darkness
Changes damage: +15% darkness / +15% light
Damage affinity(heal): +20% darkness
Talent mastery: +0.20 Cursed / Shadows
Mental save: +10
Mindpower: +10
Light radius: +10
It can be used to release the absorbed darkness, costing 6 power out of 10/10.
Dropped by Velyba the black jelly
Main armor
f) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)
Type: armor / cloth ; tier 4
When wielded/worn:
Armour: +3
Defense: +9
Changes stats: +3 Wil / +5 Mag
Damage when the wearer is hit: 10 temporal
Changes resistances: +20% temporal
Changes resistances penetration: +20% temporal
Changes damage: +20% temporal
Spellpower: +23
It can be used to activate talent Damage Smearing (costing 13 power out of 25/25) :
Effective talent level: 3.9
Power cost: 13 out of 25/25.
Range: melee/personal
Travel Speed: instantaneous
Is: a spell
Description: For the next 7 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns.
The duration will scale with your Paradox.
Dropped by orc pyromancer
Cloak
g) Frozen Shroud (12 def, 0 armour)
Type: armor / cloak ; tier 5
When wielded/worn:
Defense: +12
Changes stats: +7 Mag
Damage when the wearer is hit: 60 ice
Changes resistances: -15% fire / +25% cold / +8% all
It can be used to release a blast of ice, costing 16 power out of 30/30.
Dropped by Glacial Legion
On head
h) leafwalker's drakeskin leather cap of might (0 def, 5 armour)
Type: armor / head ; tier 5
When wielded/worn:
Physical power: +4
Armour: +5
Fatigue: +5%
Changes stats: +4 Str / +4 Con
Changes resistances: +15% nature
Spell save: +7
Maximum life: +68.00
Healing mod.: +30%
Around waist
i) Girdle of the Calm Waters
Type: armor / belt ; tier 1
When wielded/worn:
Changes stats: +3 Wil
Changes resistances: +20% cold / +20% nature / +20% blight
Healing mod.: +30%
Dropped by crimson ooze
On hands
j) archer's drakeskin leather gloves of war-making (0 def, 3 armour)
Type: armor / hands ; tier 5
When wielded/worn:
Accuracy: +10
Armour penetration: +9
Physical crit. chance: +20.0%
Armour: +3
Changes stats: +5 Cun / +4 Dex
Critical mult.: +40.00%
Spell crit. chance: +20%
Mental crit. chance: +20%
It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown :
Effective talent level: 3.0
Power cost: 11 out of 20/20.
Range: 10.00
Travel Speed: instantaneous
Description: A steady shot, doing 195% damage.
Dropped by Shasshhiy'Kaish
On feet
k) blood-soaked pair of drakeskin leather boots of spellbinding (0 def, 5 armour)
Type: armor / feet ; tier 5
When wielded/worn:
Armour penetration: +5
Physical crit. chance: +4.0%
Physical power: +6
Armour: +5
Fatigue: +5%
Changes stats: +5 Mag
Spell save: +7
Lowers spell cool-downs by: 10%
Tool
l) warded dragonbone wand of detection [power 12] (8 cooldown)
Type: charm / wand ; tier 5
When wielded/worn:
Maximum wards: +4 fire / +4 cold / +5 lightning / +4 blight / +5 temporal
Talent granted: +1 Ward
It can be used to detect the presence of creatures around you (rad 12), placing all other charms into a 8 cooldown.
Quiver
m) battle-ranger's quiver of dragonbone arrows of annihilation (30/30, 60.5-84.7 power, 24 apr)
Type: ammo / arrow ; tier 5
Base power: 60.5 - 84.7
Uses stats: 70% Dex, 50% Str
Damage type: Physical
Armour Penetration: +24
Physical crit. chance: +10.0%
Capacity: 30
Travel speed: +200%
When wielded/worn:
Ammo reloads per turns: +4
[Player Achievements]
'Bringer of Doom' was achieved for Killed a Bringer of Doom. At 2013-01-09 22:33:58
'Dragon's Greed' was achieved for Amassed 8000 gold pieces. At 2013-01-12 01:27:39
'Earth Master' was achieved for Killed Harkor'Zun and unlocked Stone magic. At 2013-01-12 19:54:13
'Exterminator' was achieved for Killed 1000 creatures. At 2013-01-09 22:28:59
'Fear me not!' was achieved for Survived the Fearscape! At 2013-01-13 22:18:33
'Infinite x10' was achieved for Got to level 10 of the infinite dungeon. At 2013-01-09 21:51:13
'Infinite x100' was achieved for Got to level 100 of the infinite dungeon. At 2013-01-16 18:55:03
'Infinite x20' was achieved for Got to level 20 of the infinite dungeon. At 2013-01-09 23:55:09
'Infinite x30' was achieved for Got to level 30 of the infinite dungeon. At 2013-01-10 02:09:25
'Infinite x40' was achieved for Got to level 40 of the infinite dungeon. At 2013-01-11 02:49:34
'Infinite x50' was achieved for Got to level 50 of the infinite dungeon. At 2013-01-12 01:51:45
'Infinite x60' was achieved for Got to level 60 of the infinite dungeon. At 2013-01-12 19:58:09
'Infinite x70' was achieved for Got to level 70 of the infinite dungeon. At 2013-01-13 00:58:28
'Infinite x80' was achieved for Got to level 80 of the infinite dungeon. At 2013-01-14 08:47:48
'Infinite x90' was achieved for Got to level 90 of the infinite dungeon. At 2013-01-14 19:13:19
'Level 10' was achieved for Got a character to level 10. At 2013-01-09 20:12:31
'Level 20' was achieved for Got a character to level 20. At 2013-01-09 22:42:14
'Level 30' was achieved for Got a character to level 30. At 2013-01-10 01:12:34
'Level 40' was achieved for Got a character to level 40. At 2013-01-11 03:01:14
'Level 50' was achieved for Got a character to level 50. At 2013-01-12 16:32:59
'Pest Control' was achieved for Killed 1000 reproducing vermin. At 2013-01-12 22:33:34
'Shasshhiy'Kaish' was achieved for Killed Shasshhiy'Kaish after letting her grow as powerful as possible. At 2013-01-12 15:51:43
'Size is everything' was achieved for Did over 1500 damage in one attack. At 2013-01-12 16:19:26
'Size matters' was achieved for Did over 600 damage in one attack. At 2013-01-11 02:31:54
'The bigger the better!' was achieved for Did over 3000 damage in one attack. At 2013-01-16 17:46:36
'Treasure Hoarder' was achieved for Amassed 3000 gold pieces. At 2013-01-10 02:02:56
'Treasure Hunter' was achieved for Amassed 1000 gold pieces. At 2013-01-09 22:34:59
[Character Inventory]
) heroism infusion (+7 for 10 turns, die at -639)
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 23
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns.
Also while Heroism is active, you will only die when reaching -639 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.
It will always increase your three highest stats.
It can be used to inscribe your skin with the infusion..
Dropped by Aluin the Fallen
) titan's heroism infusion (+13 for 12 turns, die at -802)
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase three of your primary stats by 13 for 12 turns.
Also while Heroism is active, you will only die when reaching -802 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.
It will always increase your three highest stats.
Its effects scale with your Constitution stat.
It can be used to inscribe your skin with the infusion..
Dropped by Harkor'Zun
) wild infusion (resist 11%; cure physical)
Type: scroll / infusion ; tier 1
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 11% for 4 turns.
It can be used to inscribe your skin with the infusion..
Dropped by blue ooze
) wizard's healing infusion (heal 694)
Type: scroll / infusion ; tier 1
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a nature gift
Description: Activate the infusion to heal yourself for 694 life.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion..
) wizard's healing infusion (heal 412)
Type: scroll / infusion ; tier 1
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a nature gift
Description: Activate the infusion to heal yourself for 412 life.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion..
Dropped by ghoul
) wizard's heroism infusion (+23 for 9 turns, die at -732)
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns.
Also while Heroism is active, you will only die when reaching -732 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.
It will always increase your three highest stats.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion..
Dropped by elder vampire
) wizard's movement infusion (922% speed; 4 turns)
Type: scroll / infusion ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Is: a nature gift
Description: Activate the infusion to increase movement speed by 922% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 4 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the infusion..
) controlled phase door rune (range 9)
Type: scroll / rune ; tier 4
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Activate the rune to teleport in a range of 9.
It can be used to inscribe your skin with the rune..
Dropped by orc soldier
) controlled phase door rune (range 10)
Type: scroll / rune ; tier 4
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 11
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Activate the rune to teleport in a range of 10.
It can be used to inscribe your skin with the rune..
) controlled phase door rune (range 10)
Type: scroll / rune ; tier 4
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Activate the rune to teleport in a range of 10.
It can be used to inscribe your skin with the rune..
) duelist's shielding rune (absorb 636 for 8 turns)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 22
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 636 damage for 8 turns.
Its effects scale with your Dexterity stat.
It can be used to inscribe your skin with the rune..
Dropped by Draebor, the Imp
) heat beam rune (277 fire damage)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 9.00
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to fire a beam of heat, doing 277.00 fire damage over 5 turns.
It can be used to inscribe your skin with the rune..
) lightning rune (337 lightning damage)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 9.00
Cooldown: 19
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to fire a beam of lightning, doing 112.40 to 337.20 lightning damage.
It can be used to inscribe your skin with the rune..
) phase door rune (range 14)
Type: scroll / rune ; tier 1
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Activate the rune to teleport randomly in a range of 14.
It can be used to inscribe your skin with the rune..
) sneak's invisibility rune (power 17 for 12 turns)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Activate the rune to become invisible (power 17) for 12 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible.
Its effects scale with your Cunning stat.
It can be used to inscribe your skin with the rune..
Dropped by crimson ooze
) sneak's shielding rune (absorb 542 for 7 turns)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 542 damage for 7 turns.
Its effects scale with your Cunning stat.
It can be used to inscribe your skin with the rune..
) teleportation rune (range 86)
Type: scroll / rune ; tier 2
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: 1 turn
Is: a spell
Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15.
It can be used to inscribe your skin with the rune..
Dropped by gelatinous cube
) warrior's shielding rune (absorb 549 for 8 turns)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 549 damage for 8 turns.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the rune..
) warrior's shielding rune (absorb 549 for 8 turns)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 549 damage for 8 turns.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the rune..
Dropped by sandworm
) wizard's shielding rune (absorb 443 for 3 turns)
Type: scroll / rune ; tier 3
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 443 damage for 3 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune..
) Choker of Dread
Type: jewelry / amulet ; tier 3
When wielded/worn:
Physical power: +5
Blindness immunity: +100%
Spellpower: +5
See invisible: +10
It can be used to summon an elder vampire to your side, costing 32 power out of 60/60.
) Feathersteel Amulet
Type: jewelry / amulet ; tier 2
When wielded/worn:
Fatigue: -20%
Maximum encumbrance: +20
Movement speed: +20%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.
) Glimmerdredge
Type: jewelry / amulet ; tier 2
When wielded/worn:
Armour penetration: +9
Changes stats: +5 Con
Damage when the wearer hits(melee): 8 mind
Changes resistances: +15% mind
Changes damage: +15% light
Life regen: +0.80
Dropped by Xalragamina the cold drake hatchling
) Spellblaze Echos
Type: jewelry / amulet ; tier 4
When wielded/worn:
Armour: +6
Defense: +6
Spellpower on spell critical (stacks up to 3 times): +15
Spellpower: +8
Spell crit. chance: +6%
It can be used to unleash a destructive wail, costing 32 power out of 60/60.
) Vox
Type: jewelry / amulet ; tier 5
When wielded/worn:
Silence immunity: +80%
Maximum mana: +50.00
Maximum vim: +50.00
Spellpower: +9
Spell crit. chance: +4%
See invisible: +20
) anchoring voratun amulet of seduction
Type: jewelry / amulet ; tier 5
When wielded/worn:
Changes resistances: +30% temporal
Knockback immunity: +38%
Stamina when hit: +1.40
Mana when hit: +2.30
Equilibrium when hit: +2.00
Psi when hit: +1.90
Hate when hit: +0.10
It can be used to forces nearby enemies to attack you (rad 11), placing all other charms into a 8 cooldown.
) enraging voratun amulet
Type: jewelry / amulet ; tier 5
When wielded/worn:
Physical power: +9
Changes damage: +9% physical
Combat speed: +10%
) vitalizing voratun amulet of murder
Type: jewelry / amulet ; tier 5
When wielded/worn:
Accuracy: +9
Armour penetration: +8
Physical crit. chance: +6.0%
Changes stats: +5 Con
Critical mult.: +19.00%
Physical save: +10
Life regen: +1.50
Maximum life: +80.00
) Delotir
Type: jewelry / ring ; tier 4
When wielded/worn:
Armour penetration: +5
Physical crit. chance: +10.0%
Fatigue: -12%
Changes stats: +5 Dex
Changes damage: +30% mind / +18% physical
Critical mult.: +25.00%
Dropped by Betoba the cutpurse
) Elemental Fury
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +3 Cun / +3 Mag
Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid
Dropped by archlich
) Emura
Type: jewelry / ring ; tier 3
When wielded/worn:
Physical power: +8
Changes stats: +6 Str / +5 Dex / +6 Cun / +5 Con
Damage when the wearer hits(melee): 2 arcane
Changes resistances penetration: +10% arcane
Maximum mana: +40.00
Mindpower: +8
) Fuludogund
Type: jewelry / ring ; tier 5
When wielded/worn:
Armour penetration: +10
Defense: +7
Changes stats: +5 Wil
Damage when the wearer hits(melee): 4 temporal
Physical save: +6
Mental save: +20
Confusion immunity: +34%
Defense after a teleport: +5
It can be used to activate talent Disengage, placing all other charms into a 16 cooldown :
Effective talent level: 2.0
Power cost: 16 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
) Glory of the Pride
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +10
Physical power: +10
Armour: +10
Defense: +5
Fatigue: -15%
Changes damage: +8% physical
Talent cooldown: Rush (-6 turns)
Physical save: +45
Confusion immunity: +50%
Maximum mana: -40.00
Maximum stamina: +40.00
) Nightsong
Type: jewelry / ring ; tier 2
When wielded/worn:
Defense: +6
Fatigue: -7%
Changes stats: +6 Cun
Changes damage: +5% physical
Talent cooldown: Shadowstep (-1 turn)
Mental save: +13
Maximum stamina: +25.00
It can be used to activate talent Dark Tendrils (costing 21 power out of 50/50) :
Effective talent level: 2.0
Power cost: 21 out of 50/50.
Range: 6.00
Travel Speed: instantaneous
Is: a mind power
Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 26 damage per turn.
The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark.
) Ring of Growth
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +4 Str / +4 Wil
Changes resistances: +10% nature
Changes damage: +6% nature / +4% physical
Physical save: +8
Life regen: +0.15
Healing mod.: +20%
) Ring of the War Master
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +3 Str / +3 Dex / +3 Con
Talent masteries: +0.30 Technique / Dual weapons +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Two-handed maiming +0.30 Technique / Archery prowess +0.30 Technique / Warcries +0.30 Technique / Shield defense +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Shield offense +0.30 Technique / Archery training +0.30 Technique / Archery - slings
) Smolderriver
Type: jewelry / ring ; tier 5
When wielded/worn:
Accuracy: +18
Armour penetration: +4
Defense: +10
Changes stats: +9 Dex
Changes resistances: +6% fire / +9% acid
Changes resistances penetration: +10% acid
Changes damage: +9% fire / +3% acid
Disarm immunity: +20%
Pinning immunity: +45%
Knockback immunity: +37%
It can be used to activate talent Disengage, placing all other charms into a 16 cooldown :
Effective talent level: 2.0
Power cost: 16 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
Dropped by Rantha the Worm
) Vargh Redemption
Type: jewelry / ring ; tier 2
When wielded/worn:
Changes stats: +6 Con / +4 Wil
Changes resistances: +10% nature / +25% cold
Maximum mana: +20.00
Maximum stamina: +20.00
Maximum psi: +20.00
Maximum air capacity: +50.00
It can be used to summon a tidal wave, costing 32 power out of 60/60.
) Void Orb
Type: jewelry / ring ; tier 5
When wielded/worn:
Damage when the wearer hits(melee): 15 arcane
Changes resistances: +15% arcane
Changes resistances penetration: +10% arcane
Changes damage: +7% physical / +15% arcane / +7% fire / +7% cold / +7% lightning
Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether
Talent cooldown: Aether Avatar (-4 turns)
Spell save: +18
Silence immunity: +30%
Maximum mana: +35.00
Spellpower: +5
It can be used to activate talent Manathrust (costing 4 power out of 6/6) :
Effective talent level: 4.0
Power cost: 4 out of 6/6.
Range: 10.00
Travel Speed: instantaneous
Is: a spell
Description: Conjures up mana into a powerful bolt doing 208.77 arcane damage.
At level 3, it becomes a beam.
The damage will increase with your Spellpower.
Dropped by Prox the Mighty
) conjurer's gold ring of clarity
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Wil / +5 Mag
Mental save: +7
Confusion immunity: +23%
Spellpower: +5
Dropped by Aletta Soultorn
) conjurer's gold ring of warding
Type: jewelry / ring ; tier 3
When wielded/worn:
Changes stats: +6 Wil / +6 Mag
Changes resistances: +19% fire / +22% cold / +22% lightning / +20% acid
Spellpower: +10
) gladiator's voratun ring of nature (+34%)
Type: jewelry / ring ; tier 5
When wielded/worn:
Physical power: +11
Changes stats: +8 Str / +7 Con
Changes resistances: +34% nature
Changes damage: +17% nature
) marksman's steel ring of the mountain (+11%)
Type: jewelry / ring ; tier 2
When wielded/worn:
Accuracy: +8
Changes stats: +4 Dex
Changes resistances: +11% physical
Changes damage: +11% physical
Dropped by rogue
) mule's gold ring of frost (+22%)
Type: jewelry / ring ; tier 3
When wielded/worn:
Fatigue: -5%
Changes resistances: +22% cold
Changes damage: +11% cold
Maximum encumbrance: +23
) savior's voratun ring of fire (+34%)
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes resistances: +34% fire
Changes damage: +17% fire
Physical save: +13
Spell save: +8
Mental save: +12
Dropped by lesser vampire
) savior's voratun ring of perseverance
Type: jewelry / ring ; tier 5
When wielded/worn:
Physical save: +8
Spell save: +10
Mental save: +10
Stun/Freeze immunity: +45%
Life regen: +0.70
) sneakthief's stralite ring of life
Type: jewelry / ring ; tier 4
When wielded/worn:
Changes stats: +7 Cun / +7 Dex
Life regen: +1.20
Maximum life: +59.00
Healing mod.: +16%
Dropped by gelatinous cube
) sneakthief's voratun ring of pilfering
Type: jewelry / ring ; tier 5
When wielded/worn:
Armour penetration: +7
Defense: +7
Changes stats: +6 Cun / +10 Dex
It can be used to activate talent Disengage, placing all other charms into a 16 cooldown :
Effective talent level: 2.0
Power cost: 16 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
Dropped by Isosenn the orc cryomancer
) solipsist's stralite ring of pilfering
Type: jewelry / ring ; tier 4
When wielded/worn:
Armour penetration: +5
Defense: +4
Changes stats: +7 Cun / +5 Wil
Mindpower: +8
It can be used to activate talent Disengage, placing all other charms into a 16 cooldown :
Effective talent level: 2.0
Power cost: 16 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
) solipsist's voratun ring
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +7 Cun / +7 Wil
Mindpower: +15
) solipsist's voratun ring of arcane power
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +6 Cun / +6 Wil
Spellpower: +8
Mindpower: +9
) solipsist's voratun ring of fire (+26%)
Type: jewelry / ring ; tier 5
When wielded/worn:
Changes stats: +7 Cun / +6 Wil
Changes resistances: +26% fire
Changes damage: +13% fire
Mindpower: +12
) stralite ring 'Sunwhisper'
Type: jewelry / ring ; tier 4
When wielded/worn:
Changes stats: +13 Wil / +6 Mag
Changes resistances: +30% acid / +9% light
Changes resistances penetration: +5% lightning / +5% light
Changes damage: +15% acid
Mental save: +26
Spellpower: +9
Light radius: +2
Dropped by Malgor the thaurhereg
) titan's voratun ring of pilfering
Type: jewelry / ring ; tier 5
When wielded/worn:
Armour penetration: +8
Defense: +8
Changes stats: +8 Con
Physical save: +16
It can be used to activate talent Disengage, placing all other charms into a 16 cooldown :
Effective talent level: 2.0
Power cost: 16 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
Dropped by crimson ooze
) blazebringer's iron battleaxe of nature (10.5-15.75 power, 1 apr)
Type: weapon / battleaxe ; tier 1
It must be held with both hands.
Base power: 10.5 - 15.8
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +1
Physical crit. chance: +4.5%
Attack speed: 100%
Damage conversion: 35% nature / 36% fire
When wielded/worn:
Changes resistances: +5% all
Changes resistances penetration: +9% nature / +9% fire
Global speed: +2%
) blazebringer's dwarven-steel dagger of ruin (19-24.7 power, 7 apr)
Type: weapon / dagger ; tier 3
Base power: 19.0 - 24.7
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Armour Penetration: +7
Physical crit. chance: +6.0%
Attack speed: 100%
Damage conversion: 28% fire
When wielded/worn:
Armour penetration: +9
Physical crit. chance: +9.0%
Changes resistances penetration: +9% fire
Critical mult.: +13.00%
Global speed: +3%
) plaguebringer's voratun dagger of torment (37-48.1 power, 9 apr)
Type: weapon / dagger ; tier 5
Base power: 37.0 - 48.1
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Armour Penetration: +9
Physical crit. chance: +10.0%
Attack speed: 100%
When this weapon hits: Epidemic (10% chance level 1).
Special effect when this weapon hits: 20% chance to torment the target
Damage when this weapon hits: +16 blight
When wielded/worn:
Changes resistances penetration: +12% mind / +12% darkness
Disease immunity: +28%
) thunderous iron dagger of purging (5.5-7.15 power, 5 apr)
Type: weapon / dagger ; tier 1
Base power: 5.5 - 7.2
Uses stats: 45% Dex, 45% Str
Damage type: Physical
Armour Penetration: +5
Physical crit. chance: +4.0%
Attack speed: 100%
Special effect when this weapon hits: 25% chance to remove a magical effect
Damage when this weapon hits: +7 nature
Damage conversion: 24% lightning daze
When wielded/worn:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
Changes resistances penetration: +6% lightning
Dropped by rogue
) elemental iron greatmaul of rage (14.5-21.75 power, 1 apr)
Type: weapon / greatmaul ; tier 1
It must be held with both hands.
Base power: 14.5 - 21.8
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +1
Physical crit. chance: +0.5%
Attack speed: 100%
Special effect when this weapon hits: random elemental effect
Damage conversion: 16% fire / 16% cold / 16% lightning / 16% acid
When wielded/worn:
Accuracy: +9
Changes stats: +3 Str
Changes damage: +9% physical
Stamina when hit: +1.08
Dropped by rogue
) plaguebringer's voratun greatmaul of projection (62-93 power, 4 apr)
Type: weapon / greatmaul ; tier 5
It must be held with both hands.
Base power: 62.0 - 93.0
Uses stat: 120% Str
Damage type: Physical
Armour Penetration: +4
Physical crit. chance: +3.0%
Attack speed: 100%
When this weapon hits: Epidemic (10% chance level 1).
Damage when this weapon hits: +17 mind / +22 blight
When wielded/worn:
Disease immunity: +42%
It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 4 cooldown.
) balanced voratun longsword of rage (42-58.8 power, 6 apr)
Type: weapon / longsword ; tier 5
Base power: 42.0 - 58.8
Uses stat: 100% Str
Damage type: Physical
Armour Penetration: +6
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +29
Defense: +15
Changes stats: +4 Str
Changes damage: +15% physical
Stamina when hit: +2.30
) nature's living mindstar of storms (16-17.6 power, 40 apr, nature damage)
Type: weapon / mindstar ; tier 5
Base power: 16.0 - 17.6
Uses stats: 50% Wil, 30% Cun
Damage type: Nature
Accuracy is based on willpower for this weapon.
Armour Penetration: +40
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Damage when the wearer is hit: 8 lightning
Changes resistances: +9% lightning / +10% blight
Changes resistances penetration: +10% lightning
Changes damage: +9% lightning / +7% nature
Disease immunity: +19%
Mindpower: +5
Mental crit. chance: +5%
) Scabbloom
Type: weapon / sling ; tier 3
Attack speed: 80%
Firing range: +8
Damage when this weapon hits(ranged): +20 insidious poison
Burst (radius 2) on crit: +6 physical
When wielded/worn:
Changes stats: +4 Dex
Damage when the wearer is hit: 16 nature
Changes resistances: +12% mind / +12% nature
Spell save: +18
Healing mod.: +30%
Resist all after a teleport: +18%
Dropped by Xanodalaith the orc grand master assassin
) runic drakeskin leather sling
Type: weapon / sling ; tier 5
Attack speed: 80%
Firing range: +10
When wielded/worn:
Changes stats: +7 Mag
Changes damage: +15% arcane
Spellpower: +13
) blighted elm vilestaff (10-12 power, 2 apr, fire damage)
Type: weapon / staff ; tier 1
It must be held with both hands.
Base power: 10.0 - 12.0
Uses stat: 100% Mag
Damage type: Fire
Armour Penetration: +2
Physical crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% fire
Talent granted: +1 Command Staff
Vim when firing critical spell: +2.00
Maximum vim: +13.00
Spellpower: +3
Spell crit. chance: +1%
) dragonbone vilestaff of invocation (30-36 power, 6 apr, darkness damage)
Type: weapon / staff ; tier 5
It must be held with both hands.
Base power: 30.0 - 36.0
Uses stat: 100% Mag
Damage type: Darkness
Armour Penetration: +6
Physical crit. chance: +5.0%
Attack speed: 100%
When wielded/worn:
Changes damage: +30% darkness
Talent granted: +1 Command Staff
Spellpower: +15
Spell crit. chance: +5%
It can be used to projects damage in a cone from the staff, placing all other charms into a 5 cooldown.
) elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness damage)
Type: weapon / staff ; tier 4
It must be held with both hands.
Base power: 25.0 - 30.0
Uses stat: 100% Mag
Damage type: Darkness
Armour Penetration: +5
Physical crit. chance: +4.5%
Attack speed: 100%
When wielded/worn:
Changes stats: +5 Wil / +5 Mag
Changes damage: +25% darkness
Talent granted: +1 Command Staff
Maximum mana: +72.00
Spellpower: +22
Spell crit. chance: +4%
) shimmering yew vilestaff of breaching (20-24 power, 4 apr, blight damage)
Type: weapon / staff ; tier 3
It must be held with both hands.
Base power: 20.0 - 24.0
Uses stat: 100% Mag
Damage type: Blight
Armour Penetration: +4
Physical crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes resistances penetration: +10% blight
Changes damage: +20% blight
Talent granted: +1 Command Staff
Re: Temporal Warden character guide
more info on weapons pls: u started with bow, then switched to what and why?
no daggers?
(newbie here)
no daggers?
(newbie here)
Re: Temporal Warden character guide
Main weapon is bow, off-hand starts out as whatever two weapons you find that are good and eventually changes to a staff.
Re: Temporal Warden character guide
Huh. What's the reasoning behind not investing further into celerity? I generally find a passive 50% movespeed boost to be pretty sexy, m'self.
Re: Temporal Warden character guide
why staff? bonus to mag? dmg any good? when do u switch from one to another?
Re: Temporal Warden character guide
You switch to staff whenever you need to cast anything, and switch back to bow whenever you need to shoot something. Celerity makes weapon set swapping instant, so you've got no reason but the effort not to. The primary bonus is the spellpower boost (late game staves get somewhat obscene, even with the diminished returned) and likely a strong +temporal component.
Late game staff damage is actually pretty decent, though, especially if you've got your magic up there. A dex/con/mag with remainder into will isn't going to be too impressive on that front (though still higher than most things, likely), but a dex/mag/will with maxed quantum feed will be. Late game staff warden can melee for a good chunk of damage, and if they manage to pick up channel staff (or at least staff mastery, but channel is generally universally better than anything a bump attack can do) and invest in it, well. Sexy things.
Late game staff damage is actually pretty decent, though, especially if you've got your magic up there. A dex/con/mag with remainder into will isn't going to be too impressive on that front (though still higher than most things, likely), but a dex/mag/will with maxed quantum feed will be. Late game staff warden can melee for a good chunk of damage, and if they manage to pick up channel staff (or at least staff mastery, but channel is generally universally better than anything a bump attack can do) and invest in it, well. Sexy things.
Re: Temporal Warden character guide
Celerity is certainly a good talent, but I find that there is really no point of the game where TWs are best served by focusing on even mobility at the expense of the two things they need most: durability and damage. YMMV, of course, and I had enough class points late in the game that I could probably have afforded to max Celerity if I had really wanted too; but I can say with confidence that I never missed it.
As for Dex/Will/Mag, that was the original plan for the character, and I had some success with TWs built according to those lines. I found, however, that focusing on constitution early on made an enormous difference in survivability to a class that doesn't start with much of it (especially in the ID, and especially if you open vaults).
As for Dex/Will/Mag, that was the original plan for the character, and I had some success with TWs built according to those lines. I found, however, that focusing on constitution early on made an enormous difference in survivability to a class that doesn't start with much of it (especially in the ID, and especially if you open vaults).
Re: Temporal Warden character guide
Oh, and as for the staff, it has two roles:
1. Switch to it for Echoes and Temporal Wake.
2. Staves of Greater Warding can eventually make you pretty much invulnerable to everything, thanks to Damage Smearing.
1. Switch to it for Echoes and Temporal Wake.
2. Staves of Greater Warding can eventually make you pretty much invulnerable to everything, thanks to Damage Smearing.
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- Wyrmic
- Posts: 227
- Joined: Thu Mar 10, 2011 9:10 pm
Re: Temporal Warden character guide
I'm surprised you didn't take Vital Shot with a bow-primary TW. I just beat the game on roguelike a few days ago with a pure-bow Yeek TW. Here's the charsheet:
http://te4.org/characters/3123/tome/2a9 ... a3d5a8e4e8
My basic strategy towards the end of the game was to activate Haste, Damage Smearing and an object with Blinding Speed as soon as I saw an enemy to get 230+% global speed, drop Slow and possibly Stop (w/ Meteoric Crash), then hammer with Epoch and archery skills. I ended up with 80% temp resist, and through the TARDIS I had a second source of Damage Smearing. For long/difficult battles I used Invigorate directly after Haste and Damage Smearing so I could keep Damage Smearing up almost the whole time. I very rarely went below 80% life. In my offhand I used the Thaloren Longbow (range 10) and a set of arrows with +200% speed so I could send a Pinning, Vital or Scatter Shot to start things off. Despite having invested fairly heavily in the Spacetime Weaving tree, I didn't ever actually use Banish or Wormhole. Spacetime Mastery was nice though for using the Rune of the Rift, which by the end of the game was doing 800+ damage and having no problem sending even the final bosses away for a few turns of rest. I also took the Harmony tree, which I used mostly for Elemental Harmony, though having one point in Healing Nexus and Waters of Life can be quite helpful. I guess I could have been cheesy with Elemental Harmony to boost my global speed even higher, but it wasn't necessary and would feel a bit like cheating. Still, it was nice when a pyromage led off the assault for the opposition...
All in all he felt pretty indestructible, but I ended up sacrificing him for the Way at the end of the game, because I really need to study for my upcoming exams.
Although I probably should have put a few of the massive randarts (check out the rings and amulet) in my vault before taking that road. Oh well.
http://te4.org/characters/3123/tome/2a9 ... a3d5a8e4e8
My basic strategy towards the end of the game was to activate Haste, Damage Smearing and an object with Blinding Speed as soon as I saw an enemy to get 230+% global speed, drop Slow and possibly Stop (w/ Meteoric Crash), then hammer with Epoch and archery skills. I ended up with 80% temp resist, and through the TARDIS I had a second source of Damage Smearing. For long/difficult battles I used Invigorate directly after Haste and Damage Smearing so I could keep Damage Smearing up almost the whole time. I very rarely went below 80% life. In my offhand I used the Thaloren Longbow (range 10) and a set of arrows with +200% speed so I could send a Pinning, Vital or Scatter Shot to start things off. Despite having invested fairly heavily in the Spacetime Weaving tree, I didn't ever actually use Banish or Wormhole. Spacetime Mastery was nice though for using the Rune of the Rift, which by the end of the game was doing 800+ damage and having no problem sending even the final bosses away for a few turns of rest. I also took the Harmony tree, which I used mostly for Elemental Harmony, though having one point in Healing Nexus and Waters of Life can be quite helpful. I guess I could have been cheesy with Elemental Harmony to boost my global speed even higher, but it wasn't necessary and would feel a bit like cheating. Still, it was nice when a pyromage led off the assault for the opposition...
All in all he felt pretty indestructible, but I ended up sacrificing him for the Way at the end of the game, because I really need to study for my upcoming exams.

Re: Temporal Warden character guide
Yes, Vital Shot is quite nice for any bow- or sling-centric character, but I feel that the ability to ignore all negative effects and resource costs is even better.
Re: Temporal Warden character guide
Is there a trick to survive the first ~10 levels in the infinite dungeon? I seem to have no heal, no escape, little health and low damage. I die to pretty much anything in the first vault I open. Should I just skip vaults until later? Or retry until I get a really lucky start?
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Temporal Warden character guide
Use precognition before you open a vault (note that this isn't flawless, I've had fire imps not show themselves in precog, only to blink out and outrange me when I did it for real.) Rely on your starting bow and dimensional step.
Re: Temporal Warden character guide
Wow, i totally overlooked precognition. So far it has helped me a lot. Two questions about it:
1) Asuming I do the exact same things both times, do random events (like exact damage numbers or saving throws) play out in the same way during and after using precognition?
2) During the 'unfolding space-time' message after precog runs out I have to wait for 15-20 seconds. Is that normal? Any way to accelerate the reloading process?
1) Asuming I do the exact same things both times, do random events (like exact damage numbers or saving throws) play out in the same way during and after using precognition?
2) During the 'unfolding space-time' message after precog runs out I have to wait for 15-20 seconds. Is that normal? Any way to accelerate the reloading process?
Re: Temporal Warden character guide
I don't use Precognition a whole lot. It does help to find out what kind of vault it is, though (some are much more dangerous than others).
In general, as a Shalore TW, I would avoid the vast majority of vaults until you hit character level 10 at least. Having a teleport rune makes vaults way more survivable, so use the first one you find.
In general, as a Shalore TW, I would avoid the vast majority of vaults until you hit character level 10 at least. Having a teleport rune makes vaults way more survivable, so use the first one you find.