Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 21 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by martyr at level 21 on the 19th Voratun 122nd year of Ascendancy at 10:01 5 / 1 |
Primary Stats
| Strength | 42 (base 36) |
| Dexterity | 8 (base 10) |
| Constitution | 50 (base 47) |
| Magic | 8 (base 10) |
| Willpower | 22 (base 19) |
| Cunning | 10 (base 10) |
Resources
| Life | -5/658 |
| Hate | 55/100 |
| Healing Factor | 0.8306222630476 |
| Regeneration | 0.2076555657619 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 42 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.4 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 16.19 (73.452380952381%) |
| Defense | 21.05 |
| Ranged Defense | 21.05 |
| Fatigue | 16 |
| Physical Save | 42.770434546004 |
| Spell Save | 24.4875 |
| Mental Save | 27.655651819006 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Temporal | + 17%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 23%( 70%) |
| All | + 12%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Bleed Resistance | 60% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Frozen SpearUse mode: Activated Range: 5.0 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 102.00 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +20% physical damage, +10 physical save, +10 mental save, 30/30 damage shrugged off this turn) Rampaging |
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 | pair of rough leather boots of evasion (12 def, 1 armour) pair of rough leather boots of evasion (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 20% chance to completely evade them and granting you 6 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| 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 head | cleansing rough leather cap of strength (+2) (0 def, 1 armour) cleansing rough leather cap of strength (+2) (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: +2 Str Changes resistances: +6% nature / +5% blight A cap made of leather. |
| Tool | iron torque of psychoportation [power 21] (12/30 cooldown) iron torque of psychoportation [power 21] (12/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of blight (+12%) copper ring of blight (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% blight Changes damage: +12% blight Rings can have magical properties. |
| On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +8 Mental save: +8 Rings can have magical properties. |
| Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +5% lightning / +6% temporal Spell save: +5 A belt that goes around your waist. |
| In main hand | insidious dwarven-steel greatmaul of massacre (49-73.5 power, 2 apr) insidious dwarven-steel greatmaul of massacre (49-73.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 49.0 - 73.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +18 insidious poison Massive two-handed maul. |
| Main armor | steel mail armour of stability (2 def, 6 armour) steel mail armour of stability (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +6% physical Physical save: +14 A suit of armour made of mail. |
| Cloak | enveloping cashmere cloak of protection (10 def, 0 armour) enveloping cashmere cloak of protection (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Physical save: +6 Spell save: +6 Mental save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's gold amulet of healing warrior's gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Cut immunity: +60% Stamina each turn: +0.20 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
lightning rune (210 lightning damage) lightning rune (210 lightning damage)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: 5.0 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 70.00 to 210.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +24% Amulets can have magical properties. |
gold amulet of dexterity (+2) gold amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
insulating steel amulet of the fish insulating steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +11% cold Allows you to breathe in: water Amulets can have magical properties. |
stralite amulet of the eclipse stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 5 darkness / 9 light Damage when the wearer is hit: 5 darkness / 11 light Changes damage: +8% darkness / +8% light Amulets can have magical properties. |
dwarven-steel battleaxe (31.5-47.25 power, 2 apr) dwarven-steel battleaxe (31.5-47.25 power, 2 apr)Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
insidious steel battleaxe of massacre (27.5-41.25 power, 2 apr) insidious steel battleaxe of massacre (27.5-41.25 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +27 insidious poison Massive two-handed battleaxes. |
insidious dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) insidious dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +8 insidious poison Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of erosion (19.5-25.35 power, 7 apr) plaguebringer's dwarven-steel dagger of erosion (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +12 nature / +7 blight / +7 temporal When wielded/worn: Disease immunity: +11% Sharp, short and deadly. |
huntsman's iron greatmaul of massacre (23-34.5 power, 1 apr) huntsman's iron greatmaul of massacre (23-34.5 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +6 nature Damage against: +8% Animal Massive two-handed maul. |
insidious steel greatsword (20.5-32.8 power, 2 apr) insidious steel greatsword (20.5-32.8 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +22 insidious poison Massive two-handed swords. |
swiftstrike hardened leather sling swiftstrike hardened leather slingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 70% Firing range: +8 Travel speed: +200% Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short ash magestaff (19-22.8 power, 3 apr, lightning damage) magewarrior's short ash magestaff (19-22.8 power, 3 apr, lightning damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 19.0 - 22.8 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 Physical crit. chance: +5.0% Physical power: +7 Damage when the wearer hits(melee): 10 silence Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +12 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of gravity (17.5-24.5 power, 4 apr) dwarven-steel waraxe of gravity (17.5-24.5 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +6 gravity When wielded/worn: Changes damage: +9% physical One-handed war axes. |
hateful steel waraxe (11.5-16.1 power, 3 apr) hateful steel waraxe (11.5-16.1 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +6 darkness Damage against: +8% Humanoid One-handed war axes. |
cashmere robe of corrosion (+15%) (2 def, 0 armour) cashmere robe of corrosion (+15%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% acid Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of tirelessness (0 def, 3 armour) pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +15.00 A pair of boots made of leather. |
cleansing dwarven-steel helm (0 def, 4 armour) cleansing dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% nature / +8% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour) insulating rough leather cap of dexterity (+3) (0 def, 1 armour)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: +5% fire / +6% cold A cap made of leather. |
iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather armour (3 def, 6 armour) hardened leather armour (3 def, 6 armour)Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% A suit of armour made of leather. |
186 alchemist agate 186 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
dwarven-steel torque of mindblast [power 201] (12/6 cooldown) dwarven-steel torque of mindblast [power 201] (12/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 100-201), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of thorny skin [power 37] (12/28 cooldown) supercharged ash totem of thorny skin [power 37] (12/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 37 and armour hardiness by 40%, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
bright yew wand of conjuration [power 253] (12/6 cooldown) bright yew wand of conjuration [power 253] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 126-253), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of detection [power 7] (12/15 cooldown) defiled ash wand of detection [power 7] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +5.00 It can be used to detect the presence of creatures around you (rad 7), 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. |
shadowy yew wand of lightning [power 144] (12/6 cooldown) shadowy yew wand of lightning [power 144] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a beam of lightning (dam 48-144), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Dhurke the Dwarf Cursed level 16
18th Voratun 122nd year of Ascendancy at 06:23 see stats
Level 10
Got a character to level 10.By Dhurke the Dwarf Cursed level 10
17th Voratun 122nd year of Ascendancy at 08:51 see stats
Level 20
Got a character to level 20.By Dhurke the Dwarf Cursed level 20
18th Voratun 122nd year of Ascendancy at 22:15 see stats
Log
There is an item here: defiled yew wand of illumination [power 8] (13/5 cooldown)
You pickup 2.55 gold pieces.
Dhurke has shrugged off 30 damage and is ready for more.
Dhurke receives 14 healing from Unnatural Body.
Slinger uses Reload.
Slinger begins reloading.
Insidious Poison from Dhurke hits Slinger for 3 nature damage.
Martyr activates Retribution.
Martyr activates Chant of Fortress.
Bee swarm hits Dhurke for 0 physical damage.
Dhurke uses Frenzy.
Alchemist is poisoned!
Bee swarm is poisoned!
Dhurke cleaves through Alchemist!
Alchemist is poisoned!
Martyr is poisoned!
You feel your rampage slowing down. (-1 duration)
Martyr casts Rune: Frozen Spear.
Your hatred grows even as your life fades! (+11 hate)
Martyr hits Dhurke for 0 light, 170 cold (170 total damage).
Dhurke hits Alchemist for 87 physical, 3 nature (89 total damage).
Dhurke hits Martyr for (23 absorbed), 23 physical, (1 absorbed), 1 nature (24 total damage).
Dhurke hits Alchemist for 37 physical, 3 nature, 51 physical, 3 nature (94 total damage).
Dhurke hits Bee swarm for 45 physical, 3 nature (47 total damage).
Dhurke the level 21 dwarf cursed was frozen to death by a martyr on level 30 of The Arena.
Martyr killed Dhurke!
