










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! 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 Possessor Bonus Class 1.7.4Donators/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:
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 12 / 62% |
| Size | big |
| Lifes / Deaths | Killed by The Possessed at level 12 on the 21st Dusk 122nd year of Ascendancy at 01:33 / 1 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 16 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 47 (base 37) |
| Willpower | 15 (base 10) |
| Cunning | 30 (base 25) |
Resources
| Life | -13/352 |
| Mana | 13/191 |
| Stamina | 126/146 |
| Healing Factor | 1.1097162075846 |
| Regeneration | 4.4943506407177 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 32.446758763835 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 25 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +26% |
| Light | +3% |
| Nature | +9% |
| Cold | +25% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Light | +10% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 6 |
| Physical Save | 18 |
| Spell Save | 23 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 19%( 70%) |
| Nature | + 20%( 70%) |
| Blight | + 6%( 70%) |
| Cold | + 32%( 70%) |
| Fire | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 33% |
| Disarm Resistance | 52% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
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 |
Equipment
| On feet | Tempesttrial (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% physical ----- def ----- Armour +1 Resists +3% lightning +5% fire +6% cold Poison- +10% A pair of boots made of leather. |
| On hands | rough leather gloves 'Morningbore' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% Dmg.mod +3% light +3% nature Res.pen +5% light Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.26 to 93.78 lightning damage (62.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | iron pickaxe 'Flashnight' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% lightning ----- def ----- Resists +20% nature +9% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Malyrach the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Apr +1 ----- def ----- Armour +4 ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Rings make your fingers look great! |
| On fingers | Ce'Noma0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil +1 Con dps ---------- Res.pen +5% physical ----- def ----- Resists +6% blight Max.HP +22.00 Disarm- +32% Pinning- +20% Knockbk- +33% Rings make your fingers look great! |
| Around waist | Skybreacher1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +5% light ----- def ----- Resists +3% lightning Spell.save +6 (+3 eff.) ---------- misc See.Invis +6 Size +1 A belt that goes around your waist. |
| Main armor | Tidenull the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +3% lightning Crit.chn- 15.00% Mind.save +6 (+3 eff.) Max.HP +32.00 HP.reg +3.80 Heal.mod +10% Blind- +10% A suit of armour made of leather. |
| In main hand | Quenchidol the elm magestaff (107% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Arcane Power 107% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +13% lightning +3% fire +9% cold Res.pen +10% cold ----- def ----- Resists +6% cold +6% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Lelolasin the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +10 (+3 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold ---------- misc Vim/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Sleetshine2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% cold Melee Ret 2 mind ----- def ----- Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- 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. |
Inventory
shatter afflictions rune of the warrior (absorb 46; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 46 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. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 233; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shadeorder the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Melee Ret 2 darkness ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
caustic iron battleaxe (110% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Nature Power 110% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +7 acid +12 nature While equipped: dps ---------- Res.pen +7% acid +7% nature Apr +7 Massive two-handed battleaxes. |
Gilagen the Glowstake (118% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 cold On Hit.r1 +12 arcane While equipped: Stats +3 Str +1 Dex +1 Cun dps ---------- Res.pen +5% arcane ----- def ----- Resists +3% light Massive two-handed mauls. |
iron greatsword (109% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 109% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
elm magestaff of might (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen robe of the mind (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
3 agate0.0 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. |
112 alchemist agate0.0 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. |
iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
brass lantern2.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Windnight the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% arcane Melee Ret 2 nature ----- def ----- Resists +1% physical ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
6 ametrine0.0 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. |
6 citrine0.0 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Espadinhazinha the Shalore Arcane Blade level 10
7th Flare 122nd year of Ascendancy at 22:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Espadinhazinha the Shalore Arcane Blade level 10
7th Flare 122nd year of Ascendancy at 22:54 see stats
Log
Melee retaliation hits The Possessed for 2 cold, 1 mind, 1 cold, 1 mind (5 total damage).
Espadinhazinha casts Lightning.
Espadinhazinha hits The Possessed for 52 lightning damage.
Espadinhazinha hits The Possessed for 8 lightning damage.
The Possessed performs a melee critical strike against Espadinhazinha!
The Possessed casts Earthen Missiles.
The Possessed's spell attains critical power!
The Possessed performs a melee critical strike against Espadinhazinha!
Espadinhazinha teleports some damage to The Possessed!
The Possessed hits The Possessed for 17 teleported damage.
The Possessed hits Espadinhazinha for 67 physical, (17 teleported), 0 physical, 4 fire (71 total damage).
Melee retaliation hits The Possessed for 1 cold, 0 mind, 1 cold, 0 mind (3 total damage).
Espadinhazinha casts Chain Lightning.
Espadinhazinha starts to bleed.
Espadinhazinha teleports some damage to The Possessed!
The Possessed's Earthen Missiles hits The Possessed for 5 teleported damage.
The Possessed's Earthen Missiles hits Espadinhazinha for 29 physical, (5 teleported), 0 physical (29 total damage).
The Possessed's Earthen Missiles hits Espadinhazinha for 50 physical, 8 physical (58 total damage).
Espadinhazinha hits The Possessed for 103 lightning damage.
Talent Dig is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Arcane Strike is ready to use.
Bleeding from The Possessed hits Espadinhazinha for 13 physical damage.
Espadinhazinha hits The Possessed for 9 lightning damage.
The Possessed casts Arcane Strike.
The Possessed performs a melee critical strike against Espadinhazinha!
The Possessed hits Espadinhazinha for 47 arcane, 37 arcane (84 total damage).
Melee retaliation hits The Possessed for 1 cold, 1 mind, 1 cold, 0 mind (4 total damage).
Espadinhazinha the level 12 shalore arcane blade was dweomered to death by The Possessed and used as a new host on level 3 of Ruins of Kor'Pul.

















































































