Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.45 |
Addons | Items Vault 0.9.45 |
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 27 / 4% |
Size | medium |
Lifes / Deaths | Killed by naga tide huntress at level 27 on the 20th Voratun 122nd year of Ascendancy at 02:47 6 / 1 |
Primary Stats
Strength | 60 (base 52) |
Dexterity | 20 (base 15) |
Constitution | 18 (base 11) |
Magic | 8 (base 10) |
Willpower | 57 (base 52) |
Cunning | 16 (base 10) |
Resources
Life | -21/674 |
Stamina | 296/296 |
Equilibrium | 22 |
Healing Factor | 1.2205586937776 |
Regeneration | 1.1595307590887 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 101 |
Accuracy | 45 |
Crit Chance | 10% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 33.15 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Acid | +10% |
Physical | +10% |
Fire | +25% |
Cold | +25% |
Offense: Damage Penetration
Lightning | +20% |
Acid | +20% |
Physical | +20% |
Fire | +20% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 42.6 (80%) |
Defense | 11.5 |
Ranged Defense | 15.5 |
Fatigue | 25 |
Physical Save | 36.112058823529 |
Spell Save | 29.837058823529 |
Mental Save | 34.562265468668 |
Defense: Resistances
Fire | + 44%( 70%) |
Lightning | + 20%( 70%) |
Nature | + 18%( 70%) |
Acid | + 8%( 70%) |
Blight | + 6%( 70%) |
Physical | + 3%( 70%) |
Cold | + 28%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 10% |
Pinning Resistance | 22% |
Stun Resistance | 5% |
Blind Resistance | 27% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Meditation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's skin turns to stone, granting 9 armour, 14 physical save and 14 spell save. Dwarven Resilience |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | brass lantern 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 hands | rough leather gloves of regeneration (0 def, 1 armour) rough leather gloves of regeneration (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +0.50 Stamina each turn: +0.30 Psi each turn: +0.11 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel pickaxe of quickening (dig speed 15 turns) dwarven-steel pickaxe of quickening (dig speed 15 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Lowers spell cool-downs by: 10% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Blindness immunity: +22% See stealth: +7 See invisible: +5 Rings can have magical properties. |
On fingers | titan's gold ring of fire (+30%) titan's gold ring of fire (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +30% fire Changes damage: +15% fire Physical save: +8 Rings can have magical properties. |
Around waist | cleansing rough leather belt of life cleansing rough leather belt of lifeInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Life regen: +0.20 Healing mod.: +10% A belt that goes around your waist. |
In main hand | acidic voratun longsword of massacre (49-68.6 power, 6 apr) acidic voratun longsword of massacre (49-68.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +12 acid Sharp, long, and deadly. |
Main armor | impenetrable iron mail armour of lightning resistance (2 def, 9 armour) impenetrable iron mail armour of lightning resistance (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
In off hand | reinforced iron shield (4 def, 6 armour, 10.5 dam, 39.5 block) reinforced iron shield (4 def, 6 armour, 10.5 dam, 39.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +40 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
Cloak | regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | inertial copper amulet of murder inertial copper amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +4 Physical crit. chance: +3.0% Critical mult.: +11.00% Pinning immunity: +22% Stamina each turn: +0.20 Amulets can have magical properties. |
Inventory
shielding rune (absorb 210 for 4 turns) shielding rune (absorb 210 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 4 turns. 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. |
flaming stralite dagger (28.5-37.05 power, 9 apr) flaming stralite dagger (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire Sharp, short and deadly. |
Newly picked up hateful dwarven-steel greatsword of shearing (39-62.4 power, 2 apr)hateful dwarven-steel greatsword of shearing (39-62.4 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +8 darkness Damage against: +14% Humanoid When wielded/worn: Armour penetration: +9 Changes resistances penetration: +10% physical Changes damage: +11% physical Massive two-handed swords. |
stralite longsword (33.5-46.9 power, 5 apr) stralite longsword (33.5-46.9 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
Newly picked up hardened leather sling of acidhardened leather sling of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +11 acid When wielded/worn: Changes damage: +13% acid Slings are used to hurl stones or metal shots at your foes. |
Newly picked up void walker's elven-wood magestaff of might (25-30 power, 5 apr, lightning damage)void walker's elven-wood magestaff of might (25-30 power, 5 apr, lightning damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +10% Defense after a teleport: +7 Resist all after a teleport: +5% Effect duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
Newly picked up glacial orite trident of massacre (51-81.6 power, 13 apr)glacial orite trident of massacre (51-81.6 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 34% ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up orite trident of nature (41.5-66.4 power, 13 apr)orite trident of nature (41.5-66.4 power, 13 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 42% nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +11% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up focusing silk robe of light (+21%) (3 def, 0 armour)focusing silk robe of light (+21%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +21% light Changes damage: +14% light Mana each turn: +0.20 Psi each turn: +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
archer's rough leather gloves (0 def, 1 armour) archer's rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour penetration: +6 Armour: +1 Changes stats: +3 Cun / +2 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% nature / +5% blight A cap made of leather. |
cleansing rough leather cap of strength (+3) (0 def, 1 armour) cleansing rough leather cap of strength (+3) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% nature / +5% blight A cap made of leather. |
174 alchemist agate 174 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
bright ash wand of conjuration [power 80] (6 cooldown) bright ash wand of conjuration [power 80] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 40-80), placing all other charms into a 6 cooldown. When used: 100% chances to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Newly picked up bright elven-wood wand of firewall [power 172] (6 cooldown)bright elven-wood wand of firewall [power 172] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting for 4 turns (dam 172 overall), placing all other charms into a 6 cooldown. When used: 100% chances to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Newly picked up striking elven-wood wand of trap destruction [power 88] (15 cooldown)striking elven-wood wand of trap destruction [power 88] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Strike It can be used to try to disarm any known traps in a line (disarm power 88), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Grumpkin the Dwarf Wyrmic level 17
18th Voratun 122nd year of Ascendancy at 02:20 see stats
By Grumpkin the Dwarf Wyrmic level 10
17th Voratun 122nd year of Ascendancy at 01:50 see stats
By Grumpkin the Dwarf Wyrmic level 20
18th Voratun 122nd year of Ascendancy at 12:36 see stats
By Grumpkin the Dwarf Wyrmic level 22
19th Voratun 122nd year of Ascendancy at 00:47 see stats
Log
Grumpkin is not stunned anymore.
Naga tide huntress hits Grumpkin for 30 nature damage.
Grumpkin uses Infusion: Wild.
Grumpkin stops being poisoned.
Grumpkin is cured!
Grumpkin lessens the pain.
There is an item here: controlled phase door rune (range 7)
Talent Meditation is ready to use.
Talent Venomous Breath is ready to use.
Talent Wing Buffet is ready to use.
Talent Prismatic Slash is ready to use.
Talent Nature's Touch is ready to use.
Grumpkin meditates on nature.
There is an item here: controlled phase door rune (range 7)
There is an item here: controlled phase door rune (range 7)
Grumpkin feels pain again.
Talent Resilience of the Dwarves is ready to use.
Talent Infusion: Regeneration is ready to use.
Grumpkin uses Resilience of the Dwarves.
Grumpkin's skin turns to stone.
There is an item here: controlled phase door rune (range 7)
Naga tide huntress hits Grumpkin for 37 cold damage.
Naga tide huntress killed Grumpkin!
Grumpkin the level 27 dwarf wyrmic was chilled to death by a naga tide huntress on level 38 of The Arena.