












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Demonologist |
Level / Exp | 13 / 57% |
Size | medium |
Lifes / Deaths | Killed by The Spinal Cord at level 2 on the 18th Voratun 122nd year of Ascendancy at 02:59 0 / 5Killed by Emelytta the blue jelly at level 6 on the 21st Voratun 122nd year of Ascendancy at 09:32 Killed by The Possessed at level 13 on the 24th Profit 122nd year of Ascendancy at 16:01 Killed by The Possessed at level 13 on the 24th Profit 122nd year of Ascendancy at 17:55 Killed by The Possessed at level 13 on the 24th Profit 122nd year of Ascendancy at 18:22 |
Primary Stats
Strength | 41 (base 36) |
Dexterity | 11 (base 10) |
Constitution | 18 (base 17) |
Magic | 36 (base 24) |
Willpower | 21 (base 11) |
Cunning | 16 (base 10) |
Resources
Life | -84/450 |
Stamina | 134/164 |
Vim | 202/225 |
Healing Factor | 1.1111363549267 |
Regeneration | 3.6111931535117 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 62 |
Accuracy | 29 |
Crit Chance | 5% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +11% |
Darkness | +11% |
Cold | +6% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Fire | +30% |
Defense: Base
Armour (hardiness) | 37.36174050493 (81.898876157654%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 23 |
Physical Save | 23 |
Spell Save | 19 |
Mental Save | 29 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 22%( 70%) |
Temporal | + 21%( 70%) |
Darkness | + 40%( 70%) |
Fire | + 9%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 37% |
Bleed Resistance | 20% |
Teleport Resistance | 10% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 130 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -301 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 601 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Black-magic | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +2% Resists +6% lightning +5% temporal +6% blight Cut- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% fire Melee Ret 2 acid ----- def ----- Resists +9% fire Mind.save +12 (+6 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% acid On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +3% mind +3% blight Cut- +10% Teleport- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +4 Resists +22% light ---------- misc Vim/ret +3.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% cold +11% darkness +3% fire Res.pen +15% fire Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+5 eff.) Resists +22% darkness +6% cold Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +20% ---------- misc Vim/ret +3.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Ego] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: ---------- misc Talents +2 Flame Bolts Sharp, long, and deadly. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.10 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- Melee+ 11 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +18% acid +19% cold +18% darkness +18% blight Dmg.red +8 acid +8 darkness +8 blight ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 4 nature ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Res.pen +15% fire ----- def ----- Armour +10 Fatigue +22% Resists +6% acid +16% temporal +5% cold Mind.save +15 (+8 eff.) ---------- misc Breathe water Talents +2 Blackice A suit of armour made of metal plates. |
Inventory
![]() 3.0 T1 battleaxe 2H weapon [Rare] Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +20 acid While equipped: dps ---------- Res.pen +5% fire On Hit (Melee): * 20% chance to reduce armor by 27% ----- def ----- Resists +9% fire Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +12% temporal Mind.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Wil +4 Cun ----- def ----- Armour +7 Fatigue +22% Resists +11% darkness +6% physical Mind.save +12 (+6 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +2.0% Phys.pwr +3 (+1 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +3% arcane +12% light Res.pen +15% blight +7% physical ----- def ----- Armour +1 ---------- misc Light +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Dmg.mod +10% blight Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. It was corrupted by the digestive sack. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Melee Ret 8 mind 12 fire ----- def ----- Resists +6% fire ---------- misc Max.psi +10.00 Light +3 Infravis +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (27% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (52% life). The seed of a demon. |
Achievements
By Demon Guy the Drem Demonologist level 10
15th Profit 122nd year of Ascendancy at 11:48 see stats
By Demon Guy the Drem Demonologist level 2
18th Voratun 122nd year of Ascendancy at 02:50 see stats
By Demon Guy the Drem Demonologist level 9
24th Voratun 122nd year of Ascendancy at 21:31 see stats
By Demon Guy the Drem Demonologist level 9
10th Profit 122nd year of Ascendancy at 19:42 see stats
Log
Demon Guy's Flame Bolts hits The Possessed for 32 fire damage.
Demon Guy is dazed!
Black Blood Bleeding from Demon Guy hits The Possessed for 8 darkness damage.
Demon Guy is not dazed anymore.
Bleeding from The Possessed hits Demon Guy for 7 physical damage.
Burning from The Possessed hits Demon Guy for 11 fire damage.
Demon Guy misses The Possessed.
The Possessed casts Arcane Strike.
The Possessed casts Flame.
The Possessed hits Demon Guy for 14 arcane, 6 fire, 2 lightning, 16 arcane, 6 fire, 2 lightning (46 total damage).
Melee retaliation hits The Possessed for 2 acid, 3 nature, 2 lightning, 2 acid, 3 nature, 2 lightning (13 total damage).
Demon Guy is dazed!
The Possessed stops bleeding black blood.
Demon Guy is not dazed anymore.
The Possessed's Flame hits Demon Guy for 40 fire damage.
Talent Osmosis Shield is ready to use.
Demon Guy activates Osmosis Shield.
Bleeding from The Possessed hits Demon Guy for 8 physical damage.
Burning from The Possessed hits Demon Guy for 26 fire damage.
Demon Guy uses Shield Pummel.
Demon Guy misses The Possessed.
Demon Guy hits The Possessed for 41 physical, 10 lightning (51 total damage).
The Possessed starts to bleed black blood.
The Possessed hits Demon Guy for (18 turned into osmosis), 26 physical, (7 turned into osmosis), 7 fire, (3 turned into osmosis), 3 lightning, (18 turned into osmosis), 19 physical, (7 turned into osmosis), 7 fire, (3 turned into osmosis), 3 lightning (65 total damage).
Melee retaliation hits The Possessed for 2 acid, 3 nature, 2 lightning, 2 acid, 3 nature, 2 lightning (13 total damage).
Black Blood Bleeding from Demon Guy hits The Possessed for 15 darkness damage.
Burning from The Possessed hits Demon Guy for (18 turned into osmosis), 22 fire (22 total damage).
Demon Guy the level 13 drem demonologist was fried to death by The Possessed and used as a new host on level 3 of Ruins of Kor'Pul.