Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 21 / 18% |
Size | medium |
Lifes / Deaths | Killed by naga tide huntress at level 21 on the 18th Voratun 122nd year of Ascendancy at 12:52 / 1 |
Primary Stats
Strength | 58 (base 46) |
Dexterity | 12 (base 10) |
Constitution | 35 (base 26) |
Magic | 8 (base 10) |
Willpower | 37 (base 30) |
Cunning | 20 (base 10) |
Resources
Life | -9/598 |
Hate | 84/100 |
Healing Factor | 0.9819667281407 |
Regeneration | 12.323682438166 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 4 |
Offense: Mainhand
Damage | 89 |
Accuracy | 23 |
Crit Chance | 7% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 26.95 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
All | 0% |
Defense: Base
Armour (hardiness) | 46.64 (43%) |
Defense | 18.3 |
Ranged Defense | 21.15 |
Fatigue | 19 |
Physical Save | 37.25 |
Spell Save | 25.85 |
Mental Save | 32.95 |
Defense: Resistances
Lightning | + 36%( 70%) |
Mind | + 15%( 70%) |
Temporal | + 26%( 70%) |
Darkness | + 20%( 74%) |
All | + 17%( 70%) |
Cold | + 38%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Stun Resistance | 27% |
Confusion Resistance | 0% |
Inscriptions (2/3)
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. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Stalking trickster. Bonus level 1: +5 attack, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 49/220 +1 |
beneficial effect | Mayhem and destruction seem to follow you. Level 4 Curse of Misfortune 4Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +8 Defense, +4 Ranged Defense Level 2: -3 Luck, +7 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
beneficial effect | The target's skin turns to stone, granting 12 armour, 17 physical save and 17 spell save. Dwarven Resilience |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 | blood-soaked pair of iron boots (0 def, 3 armour) (Corpses) blood-soaked pair of iron boots (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Fatigue: +2% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 | grounding rough leather cap of dexterity (+2) (0 def, 1 armour) (Misfortune) grounding rough leather cap of dexterity (+2) (0 def, 1 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% lightning / +6% temporal Curse of Misfortune A cap made of leather. |
Tool | defiled yew wand of firewall [power 100] (6 cooldown) defiled yew wand of firewall [power 100] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 100 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 5 vim. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | warrior's gold ring of arcana(+0.16/turn) warrior's gold ring of arcana(+0.16/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Silence immunity: +20% Mana each turn: +0.16 Rings can have magical properties. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around waist | grounding rough leather belt of life (Madness) grounding rough leather belt of life (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Life regen: +0.30 Healing mod.: +10% Curse of Madness A belt that goes around your waist. |
In main hand | dwarven-steel greatmaul (44-66 power, 2 apr) (Shrouds) dwarven-steel greatmaul (44-66 power, 2 apr) (Shrouds)Requires: - Strength 24 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Curse of Shrouds Massive two-handed maul. |
On hands | sand rough leather gloves of dexterity (+2) (0 def, 6 armour) (Misfortune) sand rough leather gloves of dexterity (+2) (0 def, 6 armour) (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +6 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 physical Changes damage: +3% physical Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | enlightening dwarven-steel mail armour of command (11 def, 13 armour) (Misfortune) enlightening dwarven-steel mail armour of command (11 def, 13 armour) (Misfortune)Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 Fatigue: +16% Changes stats: +3 Cun / +2 Wil Mental save: +22 Curse of Misfortune A suit of armour made of mail. |
Cloak | linen cloak of implacability (1 def, 0 armour) (Misfortune) linen cloak of implacability (1 def, 0 armour) (Misfortune)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +6 Mental save: +5 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding gold amulet of strength (+4) grounding gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +12% lightning Stun/Freeze immunity: +27% Amulets can have magical properties. |
Inventory
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
Newly picked up shielding steel amulet of the fishshielding steel amulet of the fish Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold / +10% light Allows you to breathe in: water Blindness immunity: +24% Amulets can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Star (25-32.5 power, 20 apr) (Nightmares) Star (25-32.5 power, 20 apr) (Nightmares)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Curse of Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (20-26 power, 10 apr) (Corpses) Umbral Razor (20-26 power, 10 apr) (Corpses)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 15% Mag, 35% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 Curse of Corpses It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 47.14 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
balanced dwarven-steel dagger of crippling (18.5-24.05 power, 7 apr) (Misfortune) balanced dwarven-steel dagger of crippling (18.5-24.05 power, 7 apr) (Misfortune)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +5.0% Defense: +7 Curse of Misfortune Sharp, short and deadly. |
icy steel greatsword of crippling (22.5-36 power, 2 apr) (Nightmares) icy steel greatsword of crippling (22.5-36 power, 2 apr) (Nightmares)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +9 ice When wielded/worn: Physical crit. chance: +9.0% Curse of Nightmares Massive two-handed swords. |
insidious iron greatsword of massacre (16.5-26.4 power, 1 apr) (Madness) insidious iron greatsword of massacre (16.5-26.4 power, 1 apr) (Madness)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +14 insidious poison Curse of Madness Massive two-handed swords. |
dwarven-steel mace (23.5-32.9 power, 4 apr) (Madness) dwarven-steel mace (23.5-32.9 power, 4 apr) (Madness)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Curse of Madness Blunt and deadly. |
plaguebringer's steel mace (13.5-18.9 power, 3 apr) (Corpses) plaguebringer's steel mace (13.5-18.9 power, 3 apr) (Corpses)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +5 blight When wielded/worn: Disease immunity: +11% Curse of Corpses Blunt and deadly. |
steel mace (14-19.6 power, 3 apr) (Nightmares) steel mace (14-19.6 power, 3 apr) (Nightmares)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
vined mindstar of frost (6-6.6 power, 18 apr, nature damage) (Nightmares) vined mindstar of frost (6-6.6 power, 18 apr, nature damage) (Nightmares)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 cold Changes resistances: +5% cold Changes resistances penetration: +3% cold Changes damage: +3% cold Mindpower: +2 Mental crit. chance: +2% Curse of Nightmares 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. |
ranger's rough leather sling (Misfortune) ranger's rough leather sling (Misfortune)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +7 When wielded/worn: Changes stats: +2 Dex Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of might (15-18 power, 3 apr, cold damage) (Shrouds) ash magestaff of might (15-18 power, 3 apr, cold damage) (Shrouds)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of greater warding (20-24 power, 4 apr, blight damage) (Corpses) yew vilestaff of greater warding (20-24 power, 4 apr, blight damage) (Corpses)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Maximum wards: +3 blight Changes damage: +20% blight Talents granted: +1 Ward +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (12-16.8 power, 3 apr) (Shrouds) steel waraxe (12-16.8 power, 3 apr) (Shrouds)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Curse of Shrouds One-handed war axes. |
hardened leather belt (Misfortune) hardened leather belt (Misfortune)1.00 Encumbrance. Type: armor / belt ; tier 3 Curse of Misfortune A belt that goes around your waist. |
linen robe of nature (+15%) (0 def, 0 armour) (Madness) linen robe of nature (+15%) (0 def, 0 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy linen robe of fire (+16%) (0 def, 0 armour) (Madness) slimy linen robe of fire (+16%) (0 def, 0 armour) (Madness)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when the wearer is hit: 3 slime Changes resistances: +16% fire Changes damage: +11% fire Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of nature (+15%) (0 def, 0 armour) (Nightmares) spellwoven woollen robe of nature (+15%) (0 def, 0 armour) (Nightmares)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature Spellpower: +2 Spell crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stalker's pair of rough leather boots of tirelessness (0 def, 1 armour) (Nightmares) stalker's pair of rough leather boots of tirelessness (0 def, 1 armour) (Nightmares)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +2 Curse of Nightmares A pair of boots made of leather. |
corrosive iron gauntlets (0 def, 1 armour) (Corpses) corrosive iron gauntlets (0 def, 1 armour) (Corpses)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 acid Changes resistances: +6% acid Changes damage: +3% acid Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
prismatic steel mail armour of stability (2 def, 6 armour) (Misfortune) prismatic steel mail armour of stability (2 def, 6 armour) (Misfortune)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +12% darkness / +10% light Physical save: +11 Curse of Misfortune A suit of armour made of mail. |
steel plate armour of lightning resistance (4 def, 9 armour) (Nightmares) steel plate armour of lightning resistance (4 def, 9 armour) (Nightmares)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +16% lightning Curse of Nightmares A suit of armour made of metal plates. |
icy dwarven-steel shield of acid resistance (+17%) (8 def, 2 armour, 84 block) (Madness) icy dwarven-steel shield of acid resistance (+17%) (8 def, 2 armour, 84 block) (Madness)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 13 cold Changes resistances: +17% acid Talent granted: +3 Block Curse of Madness Handheld deflection devices |
acidic quiver of ash arrows (12/12, 19-26.6 power, 7 apr) acidic quiver of ash arrows (12/12, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 12 Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits(ranged): +7 acid Arrows are used with bows to pierce your foes to death. |
124 alchemist agate 124 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 36 turns) miner's iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +1 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. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
elm totem of cure poisons [power 1] (20 cooldown) elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Grumpy McDwarfy the Dwarf Cursed level 19
18th Voratun 122nd year of Ascendancy at 05:05 see stats
By Grumpy McDwarfy the Dwarf Cursed level 10
17th Voratun 122nd year of Ascendancy at 01:50 see stats
By Grumpy McDwarfy the Dwarf Cursed level 20
18th Voratun 122nd year of Ascendancy at 05:15 see stats
Log
Drem is no longer weakened.
Naga tide huntress shoots!
Naga tide huntress casts Arcane Eye.
Naga tide huntress hits Grumpy McDwarfy for 5 fire, 4 cold, 3 lightning, 3 acid, 24 physical, 25 arcane, 9 fire damage (total 68.88).
Brown bear hits animated potent elm magestaff of fate for 7 physical damage.
Naga tide huntress hits Grumpy McDwarfy for 30 nature, 5 fire damage (total 34.04).
Grumpy McDwarfy uses Infusion: Wild.
Grumpy McDwarfy stops burning.
Grumpy McDwarfy is cured!
Grumpy McDwarfy lessens the pain.
Grumpy McDwarfy hits white crystal for 97 physical, 6 physical damage (total 101.97).
White crystal casts Ice Shards.
Your hatred grows even as your life fades! (+4 hate)
Naga tide huntress casts Water Jet.
Your hatred grows even as your life fades! (+4 hate)
Grumpy McDwarfy shrugs off the effect 'Stunned'!
Naga tide huntress hits Grumpy McDwarfy for 33 cold damage.
White crystal hits Grumpy McDwarfy for 66 cold damage.
Animated potent elm magestaff of fate hits brown bear for 20 cold damage.
Grumpy McDwarfy stops being poisoned.
Grumpy McDwarfy hits white crystal for 99 physical damage.
Grumpy McDwarfy killed white crystal!
Drem misses animated potent elm magestaff of fate.
Naga tide huntress uses Spit Poison.
Naga tide huntress hits Grumpy McDwarfy for 25 nature damage.
Naga tide huntress killed Grumpy McDwarfy!
Grumpy McDwarfy the level 21 dwarf cursed was naturalised to death by a naga tide huntress on level 23 of The Arena.
Trickster is no longer being stalked by Grumpy McDwarfy.