















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 7 / 9% |
| Size | small |
| Lifes / Deaths | Killed by ancient elven mummy at level 7 on the 79th Pyre 122nd year of Ascendancy at 18:47 / 1 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 41 (base 30) |
| Constitution | 12 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 20 (base 17) |
Resources
| Life | -92/178 |
| Steam | 100/100 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 0.25412087912088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 17 |
| Accuracy | 39 |
| Crit Chance | 14% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 2 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +8% |
| Fire | +3% |
| Nature | +5% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +5% |
| Mind | +20% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 11 (38.536585365854%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | -9 |
| Mental Save | 6 |
Defense: Resistances
| Lightning | -12%( 70%) |
| Nature | -10%( 70%) |
| Fire | -13%( 70%) |
| Cold | -16%( 70%) |
| Physical | -16%( 70%) |
| Mind | -8%( 70%) |
| All | -23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 80% |
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 100% efficiency and cooldown mod of 100%. |
| 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 / Elusiveness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| detrimental effect | The target is in despair, reducing all damage reduction by 23%. Despair |
| detrimental effect | The target is distressed, reducing all saves by 17. Distressed |
| detrimental effect | The target is overwhelmed by voices from the void, giving them a 20% higher chance to spawn hallucinations from Dark Whispers and causing them to take an additional 1% temporal damage from Dark Whispers and Hideous Visions. Cacophony |
| detrimental effect | The target is being driven mad by the void, taking 24.86 darkness damage per turn and reducing all powers by 14. Dark Whispers |
| detrimental effect | The target is terrified, causing talents and attacks to fail 27% of the time. Terrified |
| detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 7 and in sight of the source of this fear (fearful symmetry), they will be subjected to a new fear. Heighten Fear |
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 | Stormfist the pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Fatigue: -3% Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +20% mind Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Quiver | pouch of iron shots (14/14, 16-19.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.0 - 19.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 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. |
| On head | insulating rough leather hat of dexterity (+4) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +5% cold / +5% fire A hat made of leather. Very stylish. |
| Tool | Demonbane the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +2 (+1 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +10% nature Changes resistances penetration: +10% darkness Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On hands | steady rough leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +3 Str Talent granted: +1 Iron Grip Physical save: +7 (+4 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +80% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+5 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
| In main hand | Bloommalice the iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 On weapon hit: * splashes acid on your target dealing 16 damage and reducing their armor Travel speed: +600% Damage (Ranged): +6 cold Burst (radius 1) on hit: +2 nature Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Wil Changes damage: +8% cold Critical mult.: +10.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Main armor | linen robe 'Burntreason' (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes resistances: +12% mind / +3% fire Changes damage: +3% fire Physical save: +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 On weapon hit: * splashes acid on your target dealing 16 damage and reducing their armor Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
| Around neck | RagunaridasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Changes resistances: +5% physical Changes resistances penetration: +5% acid Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
medical injector implant of the sneak (efficiency 99% / cooldown 73%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 99% efficiency and cooldown mod of 73%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.balanced iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Brightsear the iron greatsword (15-24 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes resistances: +3% light Mana when firing critical spell: +1.00 Spellpower: +8 (+5 eff.) Spell crit. chance: +1% Damage Shield penetration: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.ash longbow 'Chalathad' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Changes stats: +2 Str / +1 Con Stamina each turn: +0.40 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mighty elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Borodar the Shinemarrow (12-16.8 power, 8 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (Melee): +4 light When wielded/worn: Changes stats: +4 Str / +2 Con Light radius: +2 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Wildbait (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Changes resistances: +9% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron mace 'Chamymas' (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Armour: +2 Defense: +6 (+3 eff.) Changes stats: +1 Str / +3 Con Disarm immunity: +22% Life regen: +0.20 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.elm magestaff 'Flashquencher' (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 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% Damage (Melee): +4 acid When wielded/worn: Physical crit. chance: +5.0% Changes resistances penetration: +5% acid Changes damage: +6% acid / +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic iron steamsaw (9.5-14.25 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.3 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: +8 On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 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! |
This item will automatically be transmogrified when you leave the level.Mayyna (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% cold Changes resistances penetration: +5% acid Spell save: +3 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Dagumahad the iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +3% darkness / +5% fire Changes damage: +4% fire Spell save: +3 (+3 eff.) See invisible: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Brightpride (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% light / +15% cold Changes damage: +12% nature / +10% cold Light radius: +1 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
agate0.00 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered 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 116] simple healing salve [power 116]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 116, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered 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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Mechatorque becomes distressed!
Mechatorque is no longer in despair
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 28 darkness (28 total damage).
Mechatorque is in despair!
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 23 darkness (23 total damage).
Ran for 2 turns (stop reason: taken damage).
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 25 darkness (25 total damage).
Talent Implant: Medical Injector is ready to use.
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 31 darkness (31 total damage).
Mechatorque is no longer terrified
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 29 darkness (29 total damage).
Mechatorque receives 118 healing.
Mechatorque feels a little less afraid!
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 31 darkness (31 total damage).
Mechatorque's mind is shattered by the void!.
Ran for 2 turns (stop reason: taken damage).
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 15 darkness, (10 resist armour), 19 temporal (34 total damage).
Mechatorque becomes terrified!
Ran for 2 turns (stop reason: taken damage).
Dark Whispers from Fearful symmetry hits Mechatorque for (10 resist armour), 16 darkness, (10 resist armour), 8 temporal (24 total damage).
Ran for 2 turns (stop reason: taken damage).
Saving game...












































































