Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marksman 1.4.9A complete rework for Archer. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines 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: Bastion 1.4.6A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Bastion |
Level / Exp | 67 / 58% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 159 (base 60) |
Dexterity | 92 (base 60) |
Constitution | 107 (base 60) |
Magic | 70 (base 60) |
Willpower | 90 (base 60) |
Cunning | 76 (base 60) |
Resources
Life | 36572/36596 |
Mana | 1826/1966 |
Stamina | 1253/1293 |
Psi_feedback | 0/990 |
Healing Factor | 1 |
Regeneration | 132.95 |
Speed
Mental | +210% |
Attack | +200% |
Movement | +340% |
Spell | +200% |
Global | +430% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
Offense: Mainhand
Damage | 408 |
Accuracy | 120 |
Crit Chance | 72% |
APR | 262 |
Speed | 0.29 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 93 |
Crit Chance | 42% |
Speed | 0.33333333333333 |
Cooldown Reduction | 128.7 |
Offense: Mind
Mindpower | 113 |
Crit Chance | 45% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +33% |
Defense: Base
Armour (hardiness) | 305.42675743981 (100%) |
Defense | 97 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 207 |
Spell Save | 201 |
Mental Save | 203 |
Defense: Resistances
All | +173%(100%) |
Defense: Immunities
Silence Resistance | 48% |
Disarm Resistance | 100% |
Knockback Resistance | 60% |
Confusion Resistance | 51% |
Stun Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Class Talents
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Soldier | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Retaliation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Knighthood | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Arms | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Honor |
talent | Shield Wall |
talent | Precise Strikes |
talent | Spectral Shield |
talent | Attacks of Opportunity |
talent | Iron Guard |
talent | Warsong |
talent | Chant of Resistance |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 94. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots 'Hellrip' (0 def, 7 armour) pair of iron boots 'Hellrip' (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 fire Changes stats: +3 Str / +3 Wil / +6 Con Changes resistances: +22% acid / +17% fire / +7% lightning / +13% cold Changes resistances penetration: +5% blight / +6% physical / +15% fire Changes damage: +3% blight / +9% fire Silence immunity: +48% Confusion immunity: +51% Stun/Freeze immunity: +48% Mindpower: +4 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.5 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Hanaduleg HanadulegPowered by arcane forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +13% darkness / +1% physical Changes damage: +12% light Damage affinity(heal): +10% light Pinning immunity: +10% Stun/Freeze immunity: +20% Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 170.92 light damage within radius 3. The damage done will increase with your Spellpower. 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 | voratun helm 'Cobraqueller' (7 def, 12 armour) voratun helm 'Cobraqueller' (7 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +12 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 blight Changes stats: +13 Str / +6 Wil / +20 Con Changes resistances: +12% lightning / +14% temporal / +18% blight / +25% cold / +15% nature / +6% all Changes damage: +9% blight Allows you to breathe in: water Physical save: +25 (+3 eff.) Mental save: +30 (+3 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Bregogar the dwarven-steel pickaxe (dig speed 4 turns) Bregogar the dwarven-steel pickaxe (dig speed 4 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid / 4 temporal Changes stats: +16 Str / +6 Wil / +4 Cun / +3 Con Changes resistances: +16% fire / +16% darkness / +9% temporal Changes resistances penetration: +5% acid / +5% temporal Changes damage: +3% acid Mental crit. chance: +11% Light radius: +1 Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of fire (+20%) warrior's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
On fingers | marksman's copper ring of darkness (+22%) marksman's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
Around neck | gold amulet 'Poriwyn' gold amulet 'Poriwyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -5% Changes stats: +10 Dex / +6 Cun / +5 Con Changes resistances: +12% cold / +6% fire / +6% temporal Changes damage: +8% physical Reduces incoming crit damage: 10.00% Spell save: +25 (+2 eff.) Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
In main hand | Blackpunish the voratun waraxe (55.5-77.7 power, 6 apr) Blackpunish the voratun waraxe (55.5-77.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.5 - 77.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 58% chance to disease * 20% chance to torment the target Damage (Melee): +35 blight / +20 mind Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Damage when hit (Melee): 4 blight Changes stats: +7 Str / +6 Dex Changes resistances: +9% light / +3% darkness Changes resistances penetration: +14% mind / +13% darkness Changes damage: +9% darkness / +15% physical Critical mult.: +17.00% Disease immunity: +22% Stamina when hit: +1.70 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
On hands | steady drakeskin leather gloves of sorrow (0 def, 3 armour) steady drakeskin leather gloves of sorrow (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 20 mind / 21 darkness Physical save: +10 (+1 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +37% Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | Cuthuzor the Thunderguile (16 def, 0 armour) Cuthuzor the Thunderguile (16 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +24 Physical crit. chance: +5.0% Physical power: +11 (+2 eff.) Defense: +16 (+3 eff.) Fatigue: -7% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 physical Changes stats: +8 Str / +12 Dex / +12 Mag / +12 Wil / +6 Cun / +6 Con Changes resistances: +12% acid Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +11 Physical save: +21 (+2 eff.) Spell save: -1 (+0 eff.) Mental save: +14 (+2 eff.) Blindness immunity: +10% Stamina each turn: +1.50 Mana each turn: -0.60 Maximum mana: +80.00 Maximum stamina: +10.00 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 28 power out of 80/80) : Effective talent level: 3.0 Power cost: 28 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 177.09 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Urthalin UrthalinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% fire Mental save: +9 (+1 eff.) Disarm immunity: +15% Pinning immunity: +5% Amulets can have magical properties. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 467.88 physical damage to all targets in line, and inflicting bleeding for another 233.94 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 26 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Shimmerglory (30-36 power, 9 apr, arcane element) Shimmerglory (30-36 power, 9 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Physical crit. chance: +13.0% Defense: +13 (+3 eff.) Fatigue: -2% Effects on melee hit: * 12% chance to disease * 20% chance to blind Damage (Melee): 32 fire Changes damage: +30% arcane / +12% lightning Talent granted: +1 Command Staff Critical mult.: +48.00% Maximum encumbrance: +10 Physical save: +9 (+1 eff.) Vim when firing critical spell: +5.00 Only die when reaching: -40.00 life Maximum vim: +34.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +5% Light radius: +4 See invisible: +20 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 249.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
iron longsword (10.5-14.7 power, 2 apr) iron longsword (10.5-14.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron mace of massacre (17-23.8 power, 2 apr) iron mace of massacre (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.0 - 23.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
slime-covered iron mace (14-19.6 power, 2 apr) slime-covered iron mace (14-19.6 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 5% Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (4 def, 2 armour, 9-10.8 power, 20.5 block) iron shield (4 def, 2 armour, 9-10.8 power, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Burnknave (12 def, 14 armour, 84-100.8 power, 291.5 block) Burnknave (12 def, 14 armour, 84-100.8 power, 291.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 84.0 - 100.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Shield Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +292 On weapon hit: * 27% chance to daze On weapon crit: * smash the target with your shield crippling them Damage (Melee): +35 nature / +8 fire Burst (radius 1) on hit: +19 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 9 lightning / 9 fire Damage when hit (Melee): 30 lightning / 19 fire / 32 nature / 4 mind Changes stats: +2 Cun Changes resistances: +38% nature / +36% blight Changes resistances penetration: +5% mind / +10% lightning Changes damage: +3% mind / +3% fire Talent granted: +5 Block Critical mult.: +5.00% Mental save: +26 (+3 eff.) Maximum life: +166.00 Mental crit. chance: +3% Handheld deflection devices. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
voratun mail armour 'Malonarineg' (5 def, 19 armour) voratun mail armour 'Malonarineg' (5 def, 19 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +19 (+3 eff.) Armour: +19 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 mind Changes stats: +14 Str / +8 Mag / +8 Wil / +6 Con Changes resistances: +17% lightning / +52% fire / +5% arcane Changes resistances penetration: +15% arcane / +10% mind Changes damage: +15% mind Physical save: +12 (+1 eff.) Maximum life: +100.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Mindpower: +22 (+4 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +11% cold Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Goryran (0 def, 1 armour) Goryran (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Wil / +4 Cun / +5 Con / +7 Lck Reduces incoming crit damage: 15.00% Stealth bonus: +6 Physical save: +23 (+2 eff.) Mental save: +24 (+2 eff.) Mana when firing critical spell: +1.00 Spellpower: +10 (+2 eff.) Damage Shield penetration: +10% A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
reinforced pair of dwarven-steel boots (0 def, 10 armour) reinforced pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +9% acid / +10% fire / +9% lightning / +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Blastdredge (9 def, 4 armour) Blastdredge (9 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Defense: +9 (+2 eff.) Fatigue: +4% Effects on melee hit: * 40% chance to daze Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +7 Dex / +7 Cun / +5 Con Changes resistances: +6% lightning / +31% darkness / +27% mind / +16% light Changes resistances penetration: +10% lightning Changes damage: +15% lightning Mental save: +20 (+2 eff.) Confusion immunity: +31% Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
205 alchemist agate 205 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
Achievements
By Wellp the Dwarf Bastion level 13
22nd Voratun 122nd year of Ascendancy at 22:33 see stats
By Wellp the Dwarf Bastion level 9
18th Voratun 122nd year of Ascendancy at 05:24 see stats
By Wellp the Dwarf Bastion level 47
42nd Profit 122nd year of Ascendancy at 15:23 see stats
By Wellp the Dwarf Bastion level 10
18th Voratun 122nd year of Ascendancy at 06:58 see stats
By Wellp the Dwarf Bastion level 20
42nd Profit 122nd year of Ascendancy at 01:34 see stats
By Wellp the Dwarf Bastion level 30
42nd Profit 122nd year of Ascendancy at 06:23 see stats
By Wellp the Dwarf Bastion level 40
42nd Profit 122nd year of Ascendancy at 12:52 see stats
By Wellp the Dwarf Bastion level 50
7th Wealth 122nd year of Ascendancy at 09:31 see stats
By Wellp the Dwarf Bastion level 48
7th Wealth 122nd year of Ascendancy at 09:18 see stats
By Wellp the Dwarf Bastion level 38
42nd Profit 122nd year of Ascendancy at 11:12 see stats
By Wellp the Dwarf Bastion level 14
10th Profit 122nd year of Ascendancy at 18:51 see stats
By Wellp the Dwarf Bastion level 7
18th Voratun 122nd year of Ascendancy at 02:56 see stats
By Wellp the Dwarf Bastion level 38
42nd Profit 122nd year of Ascendancy at 11:12 see stats
By Wellp the Dwarf Bastion level 4
17th Voratun 122nd year of Ascendancy at 01:04 see stats
By Wellp the Dwarf Bastion level 2
16th Voratun 122nd year of Ascendancy at 13:11 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Wellp wears (replacing thick linen cloak of protection (1 def, 6 armour)): Cuthuzor the Thunderguile (16 def, 0 armour).
You gain 0.40 gold from the transmogrification of quiet dwarven-steel torque of kinetic psionic shield [power 87] (12 cooldown).
You gain 25.00 gold from the transmogrification of Mayalrawen (dig speed 2 turns).
You gain 5.52 gold from the transmogrification of dispeller's elven-silk robe of lightning (+35%) (5 def, 0 armour).
You gain 10.06 gold from the transmogrification of psion's silk robe of corrosion (+27%) (3 def, 0 armour).
You gain 25.00 gold from the transmogrification of quiver of dragonbone arrows 'Xybremira' (21/21, 75-105 power, 42 apr).
You gain 6.22 gold from the transmogrification of living mindstar of frost (17-18.7 power, 40 apr, nature damage).
You gain 8.76 gold from the transmogrification of creative pulsing mindstar of frost (12.5-13.75 power, 32 apr, mind damage).
You gain 11.48 gold from the transmogrification of Norion the thorny mindstar (8.5-9.35 power, 24 apr, nature damage).
You gain 10.41 gold from the transmogrification of warbringer's stralite mace of shearing (37-51.8 power, 5 apr).
You gain 15.00 gold from the transmogrification of Blade of Distorted Time (40-56 power, 10 apr).
You gain 5.84 gold from the transmogrification of flaming stralite greatmaul of crippling (53-79.5 power, 3 apr).
You gain 10.00 gold from the transmogrification of Staff of Arcane Supremacy (20-24 power, 4 apr, physical element).
You gain 10.00 gold from the transmogrification of Elemental Fury.
You gain 8.32 gold from the transmogrification of stralite amulet of soulsearing.
You gain 2.30 gold from the transmogrification of acid wave rune (552 acid damage; dur 5; apply 22).
You gain 8.32 gold from the transmogrification of heroism infusion (+8 for 12 turns, die at -512).
You gain 2.04 gold from the transmogrification of regeneration infusion (heal 514 over 5 turns).
Wellp deactivates Precise Strikes.
Wellp deactivates Warsong.
Wellp deactivates Chant of Resistance.
Wellp deactivates Attacks of Opportunity.
Wellp deactivates Shield Wall.
Wellp deactivates Iron Guard.
Wellp deactivates Spectral Shield.
A shield forms around Wellp.
Wellp deactivates Honor.