












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official 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 | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Sawbutcher |
Level / Exp | 7 / 46% |
Size | big |
Lifes / Deaths | Killed by elven blood mage at level 7 on the 78th Pyre 122nd year of Ascendancy at 07:41 / 1 |
Primary Stats
Strength | 45.50605441705 (base 30) |
Dexterity | 11 (base 10) |
Constitution | 37 (base 11) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 19 (base 19) |
Resources
Life | -38/322 |
Steam | 100/100 |
Healing Factor | 1.195652173913 |
Regeneration | 1.375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 58 |
Accuracy | 18 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 18 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Mind | +12% |
Defense: Base
Armour (hardiness) | 24.335093952971 (48.103448275862%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 25 |
Physical Save | 24 |
Spell Save | 13 |
Mental Save | 10 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 52%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is infected by a disease, reducing its strength by 11 and doing 23.19 blight damage per turn. Weakness Disease |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+6 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +8 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +2 Wil Changes damage: +12% mind Talent granted: +1 Block See invisible: +3 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
In off hand | ![]() Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.5 - 17.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +13 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Main armor | ![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Inventory
![]() sun infusion (rad 6; power 20; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Betyleda (14-21 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +9 temporal / +7 nature Burst (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Massive two-handed battleaxes. |
![]() iron battleaxe (16.5-24.75 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() iron greatmaul of massacre (29.5-44.25 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
![]() blooming mossy mindstar (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +13 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. |
![]() horrifying mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +2% mind / +3% darkness Mindpower: +2 (+2 eff.) Mental crit. chance: +1% 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. |
![]() fungal rough leather sling of power Requires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +9% physical Changes damage: +9% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 76 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 10.0 - 15.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +14 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged iron waraxe of massacre (16-22.4 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil One-handed war axes. |
![]() cleansing rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +5% blight A belt that goes around your waist. |
![]() insulating pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() linen wizard hat of frost (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +12 (+6 eff.) A cap made of leather. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +16% acid A suit of armour made of metal plates. |
![]() reinforced iron shield of cold resistance (+15%) (4 def, 6 armour, 36 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
simple frost salve [power 9] simple frost salve [power 9]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 115] simple healing salve [power 115]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 115, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() hateful pouch of iron shots of crippling (18/18, 15-18 power, 1 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +9.0% Capacity: 18 On weapon crit: * cripple the target Damage (Ranged): +8 darkness Damage against: +6% Living Shots are used with slings to pummel your foes to death. |
![]() pouch of iron shots (16/16, 16.5-19.8 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
![]() Aeryra the iron torque of charged psionic shield [power 23] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +9% temporal / +3% nature It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Resting starts...
Talent Saw Wheels is ready to use.
Hot Wheels activates Saw Wheels.
Talent Implant: Medical Injector is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
Hot Wheels uses Dig.
Digging starts...
Dug for 37 turns.
Wall turns into floor.
Hot Wheels deactivates Saw Wheels.
Elven blood mage casts Blood Boil.
Elven blood mage hits Hot Wheels for 140 blight damage.
Elven blood mage casts Blood Spray.
Hot Wheels is afflicted by a weakness disease!
Hot Wheels receives 176 healing.
Elven blood mage hits Hot Wheels for 131 blight damage.
Weakness Disease from Elven blood mage hits Hot Wheels for 26 blight damage.
Elven blood mage casts Blood Grasp.
Elven blood mage receives 84 healing from Hot Wheels.
Elven blood mage's Blood Grasp hits Hot Wheels for (43 resilience), 161 blight (161 total damage).
Hot Wheels receives 137 healing.
Weakness Disease from Elven blood mage hits Hot Wheels for 26 blight damage.
Elven blood mage casts Drain.
Saving game...