















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Annihilator |
Level / Exp | 13 / 0% |
Size | small |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 15 (base 17) |
Dexterity | 27 (base 22) |
Constitution | 20 (base 16) |
Magic | 14 (base 10) |
Willpower | 32 (base 10) |
Cunning | 45 (base 30) |
Resources
Life | 300/300 |
Steam | 100/100 |
Healing Factor | 1.1870588855781 |
Regeneration | 12.167353577176 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 12 |
See Invisible | 10 |
Offense: Mainhand
Damage | 23 |
Accuracy | 50 |
Crit Chance | 22% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Fire | +12% |
Light | +3% |
Offense: Damage Penetration
Physical | +11% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 36.522593642275 (62.32946707186%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 30 |
Physical Save | 22 |
Spell Save | 31 |
Mental Save | 35 |
Defense: Resistances
Blight | + 15%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 19%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 25%( 70%) |
Fire | + 6%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Poison Resistance | 10% |
Knockback Resistance | 20% |
Inscriptions (3/4)
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 112% efficiency and cooldown mod of 68%. Its effects scale with your Cunning 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 94% efficiency and cooldown mod of 84%. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chemical Grenade |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 15% and triggers a radius 3 conal explosion dealing 28% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +2% Resists +6% blight +3% lightning Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +5 (+2 eff.) Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 shot ammo [Ego] Arcane Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% acid Res.pen +10% acid Acc +5 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Light +3 See.Stealth +7 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% light ----- def ----- Armour +5 Fatigue +1% Resists +3% blight +5% cold HP.reg +4.00 ---------- misc Breathe water A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +3% nature Phys.save +6 (+3 eff.) Poison- +10% Knockbk- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Crit.mult +10.00% Spell.pwr +16 (+8 eff.) Phasing +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +24% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +6% fire HP.reg +2.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T1 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% On Hit: * splashes acid on your target dealing 21 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +6.0% Res.pen +6% physical Acc +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +5% physical Against +17% Summoned ----- def ----- Resists +5% arcane +6% blight D.Red.from +17% Summoned Spell.save +6 (+3 eff.) ---------- misc Light +2 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 23.0 - 32.2 Physical Uses 150% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +6% mind +6% temporal Mind.save +6 (+3 eff.) HP.reg +2.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
Inventory
![]() 0.1 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. |
![]() 4.0 T1 sling 1H weapon [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit: 10% Arcane Vortex 1 While equipped: Stats +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +6% arcane Res.pen +6% all Acc +5 (+1 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Melee+ +6 nature +4 light On Hit.r1 +4 nature On Crit.r2 +8 nature Uses 1.0 Steam When used to Attack: Melee+ +4 lightning While equipped: dps ---------- Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +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! |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 10.0 - 15.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 On Crit.r2 +4 light On Hit: * 10% chance to reduce armor by 24% Uses 1.0 Steam When used to Attack: On Hit: * 10% chance to reduce armor by 24% While equipped: dps ---------- Res.pen +25% temporal ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +16% fire ---------- misc Light +1 Talents +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! |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning Melee Ret 2 nature ----- def ----- Defense +1 (+1 eff.) Resists +6% mind Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +15% mind ----- def ----- Armour +3 ---------- misc Stam/turn +1.00 Light +1 Infravis +1 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +20 While equipped: dps ---------- Phys.crit +2.0% Res.pen +15% physical ----- def ----- Armour +8 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 arrow ammo [Ego] Master Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +5 Crit +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 364/400 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 68% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 150] simple healing salve [power 150]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 68% cooldown modifier. Heal 150 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Magic IT Guy the Halfling Annihilator level 10
8th Mirth 122nd year of Ascendancy at 08:54 see stats
By Magic IT Guy the Halfling Annihilator level 7
78th Pyre 122nd year of Ascendancy at 10:07 see stats
Log
Magic IT Guy picks up (g.): pair of rough leather boots 'Lustretrial' (0 def, 3 armour).
Magic IT Guy picks up (v.): zircon.
Your summoned steamgun turret disappears.
Bleeding from Layera the copperhead snake hits Magic IT Guy for 18 physical damage.
Bleeding from Layera the copperhead snake hits Magic IT Guy for 18 physical damage.
Magic IT Guy picks up (e.): Aerylaith the Squalortrencher (12-18 power, 0 apr).
Magic IT Guy stops bleeding.
Resting starts...
Your summoned flame turret disappears.
Talent Steamgun Turret is ready to use.
Talent Grenade Launcher is ready to use.
Talent Overclock is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Talent Flame Turret is ready to use.
Ran for 3 turns (stop reason: hostile spotted to the northwest (wolf)).
Magic IT Guy shoots!
Wolf is corroded.
Magic IT Guy's Shoot hits Wolf for 51 physical, 24 acid (75 total damage).
Welcome to level 13 [Magic IT Guy].
Magic IT Guy has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Magic IT Guy's Grenade Launcher hits Wolf for 66 acid damage.
Magic IT Guy's Grenade Launcher killed Wolf!
Magic IT Guy deactivates Chemical Grenade.
Magic IT Guy activates Chemical Grenade.