













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. 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. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 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:
 Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 Frequently Asked Questions: Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected: 
 Chat dialogs currently affected: 
 Chats with NPC portraits added: 
 Frequently Asked Questions: Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers: 
 I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the  Width-variant tiles are not currently supported. --- CHANGELOG: 
 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Orcs | 
| Mode | Nightmare Roguelike | 
| Sex | Female | 
| Race | Whitehoof | 
| Class | Skirmisher | 
| Level / Exp | 16 / 97% | 
| Size | medium | 
| Lifes / Deaths | Killed by Admiral Korbek at level 16 on the 35th Retaking 124th year of Ascendancy at 17:52/ 1 | 
Primary Stats
| Strength | 18 (base 10) | 
| Dexterity | 44 (base 43) | 
| Constitution | 12 (base 10) | 
| Magic | 14 (base 10) | 
| Willpower | 13 (base 11) | 
| Cunning | 44 (base 33) | 
Resources
| Life | -63/386 | 
| Stamina | 13/152 | 
| Steam | 100/100 | 
| Healing Factor | 1.1191526171258 | 
| Regeneration | 0.27978815428144 | 
Speed
| Mental | -1.1102230246252E-14% | 
| Attack | 0% | 
| Movement | +4.4408920985006E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 9 | 
| Infravision | 5 | 
| See Stealth | 35.634550475236 | 
| See Invisible | 40.634550475236 | 
Offense: Mainhand
| Damage | 57 | 
| Accuracy | 45 | 
| Crit Chance | 15% | 
| APR | 26 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 29 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 32 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +10% | 
Offense: Damage Penetration
| Physical | +12% | 
| Acid | +12% | 
| Nature | +12% | 
| All | +7% | 
Defense: Base
| Armour (hardiness) | 58.764593763945 (79.794990797553%) | 
| Defense | 42 | 
| Ranged Defense | 42 | 
| Fatigue | 9.9238052216851 | 
| Physical Save | 13 | 
| Spell Save | 9 | 
| Mental Save | 23 | 
Defense: Resistances
| Lightning | + 16%( 70%) | 
| Acid | + 17%( 70%) | 
| Light | + 42%( 70%) | 
| Nature | + 10%( 70%) | 
| Darkness | + 12%( 70%) | 
| Physical | + 11%( 70%) | 
| Cold | + 20%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Silence Resistance | 50% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 12% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 13% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use 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 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 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 50 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. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. | 
Class Talents
| Cunning / Poisons | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Tireless Combatant | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Skirmisher - Slings | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Called Shots | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Buckler Training | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Whitehooves | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Steamtech / Physics | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cunning / Scoundrel | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.A Ritch Party To do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active | 
| Metash has asked you to investigate the Krimbul Clan, south of the peninsula.Clan of the Unicorn A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! | active | 
| You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.Mystery of the Yetis | active | 
| To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.Of Steamwork and Pain * You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done | 
| Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?The Grumpy Shopowner He does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active | 
| A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.This is our land! With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active | 
| The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.You Shall Pass! Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done | 
Equipment
| On feet |  Zanokhad the pair of voratun boots (0 def, 18 armour) 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +14 (+5 eff.) Spellpower +24 (+11 eff.) Mindpower +11 (+5 eff.) Ignore resists +5% physical Accuracy +10 (+3 eff.) Ignore Armor +1 defense ------ Armor +18 Fatigue +4% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  psychokinetic pouch of steel shots (12/17, 21-25 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage Shots are used with slings to pummel your foes to death. | 
| Light source |  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  hardened leather cap of trickery (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +3% other ------- Light +4 A cap made of leather. | 
| Tool |  steel torque of gale force 'Runudin' [power 150]  (15 cooldown) 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +1 Wil offense ------ Ignore Armor +4 defense ------ Armor +6 Physical save +3 (+3 eff.) other ------- EQ when Hit +0.12 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  mule's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! | 
| Around neck |  mindweaver's steel amulet of vision 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Wil offense ------ Mindpower +7 (+3 eff.) defense ------ Mind save +8 (+4 eff.) Blind Resist +13% Confus Resist +12% other ------- Infravision +3 Sight +2 See Invisibility +5 Amulets make your neck look great! | 
| In main hand |  caustic cured leather sling of piercing 4.0 Encumbrance T2 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +16 acid +9 nature While equipped: offense ------ Ignore resists +5% acid +5% nature +7% all Accuracy +7 (+2 eff.) Ignore Armor +14 Slings are used to hurl stones or metal shots at your foes. | 
| On hands |  Assassin's Surprise (0 def, 4 armour) 1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 12 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 36 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 8/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. | 
| In off hand |  windwalling steel shield of lightning resistance (+16%) (0 def, 4 armour, 16-19 power, 39.5 block) 7.0 Encumbrance T2 shield armor [Ego+] Master/Psionic When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +10 physical While equipped: Stats +1 Wil defense ------ Armor +4 Fatigue +8% Resistance +16% lightning +11% physical Windwall +13 Slow Projectiles +14% other ------- Talents +1 Block Handheld deflection devices. | 
| Cloak |  thick linen cloak (1 def, 6 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% nature +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  prismatic cured leather armour of acid resistance (6 def, 6 armour) 9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Hardiness +20% Defense +6 (+2 eff.) Fatigue +11% Resistance +17% acid +12% light +12% darkness A suit of armour made of leather. | 
Inventory
|  steam generator implant (steam 6) 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. | 
|  healing infusion of the titan (heal 64; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  wild infusion of the titan (res 19%; physical; dur 4; cd 14) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  schematic: Air Recycler 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  copper amulet of constitution (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! | 
|  flaming steel waraxe of massacre (17-24 power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +7 fire One-handed war axes. | 
|  mighty cured leather sling of true flight 4.0 Encumbrance T2 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +2 Str offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. | 
|  pouch of steel shots (22/22, 22-26 power, 2 apr) 3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. | 
|  exposing steel shield of the stars (0 def, 4 armour, 10-13 power, 38.5 block) 7.0 Encumbrance T2 shield armor [Ego+] Arcane/Psionic When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +10 light +11 darkness While equipped: Stats +1 Cun +1 Mag offense ------ Damage +12% light +11% darkness On-Hit (Melee): * 9% chance to reduce all saves and defense by 22 When Hit: * 14% chance to reduce all saves and defense by 22 defense ------ Armor +4 Fatigue +8% Resistance +11% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. | 
|  prismatic cured leather armour of clarity (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% mind +10% light +11% darkness Mind save +12 (+6 eff.) A suit of armour made of leather. | 
|  dwarven-steel gauntlets (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% 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. | 
|  prismatic hardened leather cap of constitution (+3) (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +3% Resistance +12% light +12% darkness A cap made of leather. | 
|  3 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 amethyst 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. | 
|  Tower Detonator 0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. | 
|  Automated Portable Extractor 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Demonic Soul 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  Rod of Recall (1/1) 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. | 
|  elm totem of healing [power 116]  (15 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  soothing elm wand of lightning storm [power 116]  (15 cooldown) 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  Yeti's Muscle Tissue (Patriarch) 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! | 
Achievements
 A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.
			A Fistful of Gold (Nightmare (Roguelike) difficulty)
			Buy an item from an AAA.By Slinghorn the Whitehoof Skirmisher level 2
10th Retaking 124th year of Ascendancy at 16:48 see stats
 Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.
			Across the Narrow Sea (Nightmare (Roguelike) difficulty)
			Destroyed the Sunwall Outpost to secure a way to the mainland.By Slinghorn the Whitehoof Skirmisher level 13
23rd Retaking 124th year of Ascendancy at 11:58 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Slinghorn the Whitehoof Skirmisher level 10
16th Retaking 124th year of Ascendancy at 22:59 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Slinghorn the Whitehoof Skirmisher level 16
35th Retaking 124th year of Ascendancy at 02:33 see stats
Log
Talent Swift Shot is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Admiral Korbek fumbles and fails to use Strafe, injuring himself!
The demonic soul releases a burst of fire around Admiral Korbek!
Demonic Soul hits Admiral Korbek for (7 flat reduction), 13 fire (13 total damage).
Fumble from Slinghorn hits Admiral Korbek for (7 flat reduction), 54 physical (54 total damage).
Admiral Korbek is no longer poisoned.
Slinghorn shoots!
Talent Block is ready to use.
Slinghorn's Shoot misses Admiral Korbek.
Admiral Korbek strafes with his steamguns!
Slinghorn shoots!
Talent Venomous Strike is ready to use.
Admiral Korbek's Strafe performs a ranged critical strike against Slinghorn!
Admiral Korbek's Strafe hits Slinghorn for (1 flat reduction), 44 physical (44 total damage).
Admiral Korbek's Strafe hits Slinghorn for (1 flat reduction), 29 physical, (1 flat reduction), 5 acid (35 total damage).
Slinghorn's Shoot hits Admiral Korbek for (7 flat reduction), 41 physical, (7 flat reduction), 3 physical (44 total damage).
Admiral Korbek strafes with his steamguns!
Slinghorn follows up with a countershot.
Something deflects the projectile from Slinghorn to the north!
Slinghorn deflects the projectile from Something to the north!
Admiral Korbek's Strafe performs a ranged critical strike against Slinghorn!
Slinghorn reacts to damage from Admiral Korbek's Strafe, mitigating the blow!.
Slinghorn is knocked back!
Admiral Korbek's Strafe hits Slinghorn for (1 flat reduction), 35 physical, (1 flat reduction), (18 reacted , -3 stam), 121 physical (156 total damage).
Slinghorn the level 16 whitehoof skirmisher was torn limb from limb to death by Admiral Korbek on level 4 of Dominion Port.























































