





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Drem |
| Class | Doombringer |
| Level / Exp | 3 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 18th Voratun 122nd year of Ascendancy at 10:44 / 1 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 11 (base 10) |
| Constitution | 13 (base 12) |
| Magic | 14 (base 12) |
| Willpower | 9 (base 10) |
| Cunning | 11 (base 11) |
Resources
| Life | -1/167 |
| Stamina | 17/104 |
| Vim | 108/108 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 21 |
| Crit Chance | 7% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 6.3350939529706 (47.857809501309%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 12 |
| Physical Save | 13 |
| Spell Save | 8 |
| Mental Save | 7 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 to destroy the Worm's neural spine. | active |
Equipment
| Light source | brass lanternT1Normal lite (2.0 Encumbrance) 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. |
| Main armor | iron mail armour (2 def, 4 armour)T1Normal heavy /armor (14.0 Encumbrance) While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) other ------- Fatigue +12% A suit of armour made of mail. |
| In main hand | iron greatsword (16-26 power, 1 apr)T1Normal greatsword 2H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 16.0 - 25.6 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Inventory
shatter afflictions rune of the warrior (absorb 47; cd 14)Ego rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Cooldown: 14 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 47 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. |
copper ring of frost (+22%)T1Ego ring /jewelry (0.1 Encumbrance) Nature Power Keywords: frost While equipped: offense ------ Damage Change +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
acidic iron dagger of massacre (16-21 power, 5 apr)T1Ego dagger 1H /weapon (1.0 Encumbrance) Arcane Power/Masterpiece Keywords: massacre/acidic When used to attack: Weapon Damage 16.0 - 20.8 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Sharp, short and deadly. |
hateful iron dagger of massacre (15-20 power, 5 apr)T1Ego dagger 1H /weapon (1.0 Encumbrance) Masterpiece/Psionic Power Keywords: hateful/massacre When used to attack: Weapon Damage 15.0 - 19.5 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 darkness Damage Against +6% Living Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)T1Normal dagger 1H /weapon (1.0 Encumbrance) When used to attack: Weapon Damage 10.0 - 13.0 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of erosion (10-12 power, 5 apr)T1Ego dagger 1H /weapon (1.0 Encumbrance) Nature Power Keywords: erosion When used to attack: Weapon Damage 9.5 - 12.3 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
iron dagger of massacre (15-20 power, 5 apr)T1Ego dagger 1H /weapon (1.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 15.0 - 19.5 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron greatmaul (18-27 power, 1 apr)T1Normal greatmaul 2H /weapon (5.0 Encumbrance) When used to attack: Weapon Damage 18.0 - 27.0 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
iron longsword (12-16 power, 2 apr)T1Normal longsword 1H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 11.5 - 16.1 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword of massacre (17-24 power, 2 apr)T1Ego longsword 1H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 17.0 - 23.8 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
creative mossy mindstar (3-3 power, 12 apr, nature damage)T1Ego mindstar 1H /weapon (3.0 Encumbrance) Nature Power/Psionic Power Requires: - Willpower 11 Keywords: creative When used to attack: Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3Cun offense ------ Critical power +6.00% Mind Crit +1% Mindpower +2 (+2 eff.) other ------- 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. |
gifted mossy mindstar of life (2-2 power, 12 apr, nature damage)T1Ego mindstar 1H /weapon (3.0 Encumbrance) Nature Power Requires: - Willpower 11 Keywords: gifted/life When used to attack: Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+5 eff.) defense ------ Life +11.00 Life Regen +0.50 other ------- 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 vilestaff (10-12 power, 2 apr, blight element)T1Normal staff 2H /weapon (5.0 Encumbrance) When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% blight Spell Crit +1% Spellpower +3 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced iron waraxe of crippling (12-18 power, 2 apr)T1Ego++ waraxe 1H /weapon (3.0 Encumbrance) Nature Power/Masterpiece Keywords: crippling/enhanced When used to attack: Weapon Damage 12.5 - 17.5 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3Str +3Dex +4Mag +3Wil +3Cun +3Con offense ------ Physical Crit +6.0% One-handed war axes. |
flaming iron waraxe (12-17 power, 2 apr)T1Ego waraxe 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: flaming When used to attack: Weapon Damage 12.0 - 16.8 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +6 fire One-handed war axes. |
iron waraxe (13-18 power, 2 apr)T1Normal waraxe 1H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 13.0 - 18.2 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe of massacre (15-21 power, 2 apr)T1Ego waraxe 1H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 15.0 - 21.0 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
grounding rough leather beltT1Ego belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
linen robe (0 def, 0 armour)T1Normal cloth /armor (2.0 Encumbrance) While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Brenahir' (2 def, 2 armour)T2Random Unique cloth /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: frost/prot/verdant While equipped: Stats +3Con offense ------ Damage Change +6% nature +10% cold defense ------ Armor +2 Defense +2 (+2 eff.) Resistance +15% cold +9% all Physical save +16 (+11 eff.) Spell save +6 (+6 eff.) Immune +20% Disease +26% Poison A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)T1Ego feet /armor (2.0 Encumbrance) Masterpiece Keywords: insulate/tireless While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold other ------- Resource +10.00 Max stamina +0.30 Stamina/turn A pair of boots made of leather. |
miner's pair of iron boots (0 def, 4 armour)T1Ego feet /armor (3.0 Encumbrance) Masterpiece Keywords: miner While equipped: defense ------ Armor +4 other ------- Infravision +1 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)T1Normal feet /armor (3.0 Encumbrance) While equipped: defense ------ Armor +3 other ------- Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)T1Normal feet /armor (2.0 Encumbrance) While equipped: defense ------ Armor +1 A pair of boots made of leather. |
insulating rough leather cap (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Masterpiece Keywords: insulate While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Fatigue +1% A cap made of leather. |
stabilizing iron helm of constitution (+2) (0 def, 3 armour)T1Ego head /armor (3.0 Encumbrance) Masterpiece Keywords: con/stabilize While equipped: Stats +2Con defense ------ Armor +3 Physical save +10 (+8 eff.) other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron mail armour (2 def, 4 armour)T1Ego heavy /armor (14.0 Encumbrance) Antimagic Power Keywords: cleansing While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Resistance +11% nature +10% blight other ------- Fatigue +12% A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)T2Unique light /armor (9.0 Encumbrance) Nature Power While equipped: On Nature Hit:10% Call Lightning level 2 Stats +3Cun +2Dex defense ------ Defense +16 (+16 eff.) Resistance +15% lightning Immune +50% Pin +50% Poison other ------- Fatigue +2% Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 22.98 to 68.93 lightning damage (45.95 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rough leather armour of cold resistance (3 def, 2 armour)T1Ego light /armor (9.0 Encumbrance) Masterpiece Keywords: cold res While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Resistance +15% cold other ------- Fatigue +6% A suit of armour made of leather. |
iron pickaxe (dig speed 38 turns)T1Normal digger /tool (3.0 Encumbrance) While equipped: Stats +1Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Transmogrification ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
extending iron torque of gale force [power 105] (15 cooldown)T1Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: galeforce/extending Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
innervating elm wand of shielding [power 116] (20 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: shielding/innervating Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of lightning storm [power 116] (15 cooldown)T1Ego wand /charm (2.0 Encumbrance) Arcane Power Keywords: soothing/lightning storm 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 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 zirconT1Normal yellow /gem (0.0 Encumbrance) 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
Log
Dark Whispers from The Spinal Cord hits ImWinning for (9 absorbed), 0 darkness (0 total damage).
ImWinning casts Draining Assault.
ImWinning steals life from The Spinal Cord!
The Spinal Cord hits ImWinning for 10 healing, 10 healing (0 total damage) [19 healing].
ImWinning hits The Spinal Cord for 51 physical, 2 fire, 49 physical, 2 fire (104 total damage).
The Spinal Cord misses ImWinning.
Burning from ImWinning hits The Spinal Cord for 2 fire damage.
The Spinal Cord hits ImWinning for (11 absorbed), 0 nature (0 total damage).
Dark Whispers from The Spinal Cord hits ImWinning for (9 absorbed), 0 darkness (0 total damage).
ImWinning casts Rune: Blink.
ImWinning is out of phase.
The Spinal Cord casts Dark Whispers.
Burning from ImWinning hits The Spinal Cord for 2 fire damage.
Dark Whispers from The Spinal Cord hits ImWinning for (8 absorbed), 0 darkness (0 total damage).
The shield around ImWinning crumbles.
Dark Whispers from The Spinal Cord hits ImWinning for (7 absorbed), 0 darkness (0 total damage).
Dark Whispers from The Spinal Cord hits ImWinning for 9 darkness damage.
ImWinning is no longer out of phase.
Dark Whispers from The Spinal Cord hits ImWinning for 6 darkness damage.
Talent Draining Assault is ready to use.
Dark Whispers from The Spinal Cord hits ImWinning for 9 darkness damage.
Something hits ImWinning for 47 physical damage.
ImWinning the level 3 drem doombringer was sliced to death by The Spinal Cord on level 1 of The Maggot.

















































































