










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! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 9 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 9 on the 2nd Mirth 122nd year of Ascendancy at 14:58 / 1 |
Primary Stats
| Strength | 33 (base 25) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 30 (base 28) |
| Cunning | 16 (base 10) |
Resources
| Life | -2/229 |
| Hate | 38/100 |
| Healing Factor | 0.79297114400034 |
| Regeneration | 0.19824278600009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 40 |
| Crit Chance | 17% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +12% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.317011280365 (72.903125182002%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 19 |
| Physical Save | 15 |
| Spell Save | 14 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 19%( 70%) |
| Light | + 35%( 70%) |
| Nature | + 13%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 18% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Disarm Resistance | 28% |
| Poison Resistance | 20% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 |
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 | miner's pair of iron boots of speed (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| On head | miner's iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane 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 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Around waist | nightruned rough leather belt1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +5% light, +6% darkness A belt that goes around your waist. |
| Main armor | Belydatira the iron mail armour (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 15% defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% lightning, +9% fire Teleport Resist +10% A suit of armour made of mail. |
| In main hand | Emelotta (Nightmares) (18-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Master Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Str +3 offense ------ Physical Crit +10.0% Critical power +5.00% Damage +12% physical Accuracy +18 (+6 eff.) Ignore Armor +1 defense ------ Armor +6 Defense +9 (+8 eff.) Disarm Resist +28% Curse of Nightmares Massive two-handed battleaxes. |
| Cloak | Taintgasher (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +1 offense ------ Damage +3% nature Accuracy +4 (+2 eff.) Ignore Armor +4 On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Defense +1 (+1 eff.) Resistance +3% lightning, +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
healing infusion of the duelist (heal 62; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
iron battleaxe (Corpses) (16-24 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe (Corpses) (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Corpses Massive two-handed battleaxes. |
iron battleaxe of massacre (Madness) (23-34 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Curse of Madness Massive two-handed battleaxes. |
Unerring Scalpel (Misfortune) (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
arcing iron greatmaul (Nightmares) (20-30 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Massive two-handed mauls. |
balanced iron greatmaul (Misfortune) (18-26 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% Curse of Misfortune Massive two-handed mauls. |
Crooked Club (Nightmares) (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion, +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) Curse of Nightmares An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
iron mace (Shrouds) (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Curse of Shrouds Blunt and deadly. |
Glithra the Forestraven (Nightmares) (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +1, Wil +2 offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+3 eff.) Damage +10% fire Ignore resists +10% nature When Hit 2 nature defense ------ Crit Resistance 10.00% other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Urygund1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +2 offense ------ Physical Crit +1.0% Critical power +10.00% Damage +6% blight defense ------ Life +31.00 A belt that goes around your waist. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Cun +1, Dex +1 defense ------ Defense +7 (+7 eff.) Physical save +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Str +3 offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 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. |
storm rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Str +2 offense ------ Physical Power +6 (+2 eff.) On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Resistance +5% lightning 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. |
iron helm 'Eroneg' (10 def, 9 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +9 Defense +10 (+9 eff.) Fatigue +5% Resistance +3% fire, +11% light +11% darkness Crit Resistance 10.00% Mind save +6 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour of lightning resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% lightning, +11% light +10% darkness A suit of armour made of mail. |
iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Normal] While equipped: defense ------ Armor +7 Fatigue +22% A suit of armour made of metal plates. |
Ce'Nytira the Flashknight (11/11, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 11 On-Hit, radius 1 +4 lightning, +9 fire +16 arcane On-crit, radius 2 +12 arcane, +4 lightning Arrows are used with bows to pierce your foes to death. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats Str +3, Dex +3, Mag +3, Wil -3 Con +3 Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jasper Maglot the Cornac Cursed level 7
79th Pyre 122nd year of Ascendancy at 02:58 see stats
Log
Talent Reckless Charge is ready to use.
Talent Slash is ready to use.
Talent Harass Prey is ready to use.
Bleeding from The Possessed hits Jasper Maglot for 5 physical damage.
Jasper Maglot uses Harass Prey.
The Possessed has been harassed.
The Possessed's Earthen Missiles is disrupted!
Jasper Maglot performs a melee critical strike against The Possessed!
The Possessed's Earthen Missiles is disrupted!
Jasper Maglot hits The Possessed for 21 physical, 7 light, 29 physical, 7 light (65 total damage).
Bleeding from The Possessed hits Jasper Maglot for 3 physical damage.
Jasper Maglot hits The Possessed for 34 physical, 7 light (41 total damage).
The Possessed is fully armored again.
The Possessed speeds up.
The Possessed casts Earthen Missiles.
The Possessed hits Jasper Maglot for 14 physical, 2 physical, 2 nature (19 total damage).
The Possessed's Earthen Missiles hits Jasper Maglot for 9 physical, 1 physical (10 total damage).
Bleeding from The Possessed hits Jasper Maglot for 5 physical damage.
The Possessed's Earthen Missiles hits Jasper Maglot for 9 physical, 1 physical (10 total damage).
Jasper Maglot uses Reckless Charge.
The Possessed is no longer harassed.
Bleeding from The Possessed hits Jasper Maglot for 9 physical damage.
Jasper Maglot is not stunned anymore.
Bleeding from The Possessed hits Jasper Maglot for 9 physical damage.
Jasper Maglot the level 9 cornac cursed was squished to death by The Possessed and used as a new host on level 3 of Ruins of Kor'Pul.
The Possessed is no longer being stalked by Jasper Maglot.











































































