











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Nightmare Exploration |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 15 / 23% |
Size | medium |
Lifes / Deaths | Killed by cold drake hatchling at level 3 on the 75th Pyre 122nd year of Ascendancy at 12:15 / 18Killed by shivgoroth at level 3 on the 75th Pyre 122nd year of Ascendancy at 14:15 Killed by dredgling at level 5 on the 75th Pyre 122nd year of Ascendancy at 20:59 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 02:49 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 05:47 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 07:19 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 08:51 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 10:00 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 11:07 Killed by Varsha the Writhing at level 6 on the 76th Pyre 122nd year of Ascendancy at 12:22 Killed by bloated horror at level 8 on the 76th Pyre 122nd year of Ascendancy at 23:38 Killed by greater gwelgoroth at level 8 on the 77th Pyre 122nd year of Ascendancy at 02:12 Killed by forest wight at level 9 on the 1st Mirth 122nd year of Ascendancy at 20:42 Killed by snow giant thunderer at level 9 on the 1st Mirth 122nd year of Ascendancy at 22:19 Killed by cold drake at level 10 on the 4th Mirth 122nd year of Ascendancy at 11:07 Killed by apprentice mage at level 10 on the 4th Mirth 122nd year of Ascendancy at 11:51 Killed by Rantha the Worm at level 10 on the 4th Mirth 122nd year of Ascendancy at 14:08 Killed by giant black ant at level 11 on the 6th Mirth 122nd year of Ascendancy at 03:13 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 42 (base 36) |
Constitution | 25 (base 17) |
Magic | 12 (base 12) |
Willpower | 23 (base 12) |
Cunning | 38 (base 31) |
Resources
Life | 511/511 |
Psi | 93/93 |
Stamina | 164/164 |
Equilibrium | 20 |
Healing Factor | 1.3245178243369 |
Regeneration | 12.757867197791 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 43 |
Accuracy | 51 |
Crit Chance | 10% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Cold | +12% |
Acid | +26% |
Light | +5% |
Nature | +13% |
Darkness | +23% |
Physical | +8% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 7 (51.69962066283%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 15 |
Mental Save | 20 |
Defense: Resistances
Blight | + 16%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 14%( 70%) |
All | + 4%( 70%) |
Lightning | + 18%( 70%) |
Light | + 9%( 70%) |
Darkness | + 23%( 70%) |
Mind | + 16%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Pinning Resistance | 70% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 70% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
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
Technique / Archery prowess | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Apply Poison |
talent | Beyond the Flesh |
talent | Volatile Poison |
talent | Thermal Shield |
talent | Elemental Harmony |
talent | Leeching Poison |
talent | Kinetic Shield |
Quests
Proceed directly to the next Infinite Dungeon level in less than 329 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (329)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: Random Artifact: Shiverzeal (0 def, 2 armour, 21.5 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Koragen of mindblast [power 100] (15 cooldown) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 8): Near SightedYou completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Changes stats: +3 Con Changes damage: +14% acid Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 78 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Ranged): +8 acid Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +16 acid / +16 cold / +4 light Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% blight / +5% arcane Changes resistances penetration: +10% acid Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +15% darkness Changes damage: +10% darkness Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) Changes stats: +1 Wil Changes resistances: +12% mind Changes damage: +12% mind / +12% cold Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Maximum mana: +20.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +4 Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 6% chance to blind * 7% chance to reduce damage dealt by 15% Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes damage: +5% light / +7% darkness Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +2 Str Changes damage: +12% acid Longbows are used to shoot arrows at your foes. |
On hands | ![]() 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 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +5% darkness Changes damage: +6% darkness Spell save: +3 (+3 eff.) Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +5 Con Changes resistances: +10% cold Reduces incoming crit damage: 5.00% Cut immunity: +10% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 2/50) : Effective talent level: 2.0 Power cost: 25 out of 2/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.84 to 107.52 lightning damage (71.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +1 Wil Changes resistances: +10% physical Critical mult.: +10.00% Physical save: +25 (+13 eff.) Life regen: +3.90 Mana when firing critical spell: +1.00 Maximum life: +31.00 Spell crit. chance: +1% Healing mod.: +11% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bloofph the Cornac Adventurer level 14
3rd Flare 122nd year of Ascendancy at 20:17 see stats
By Bloofph the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 00:16 see stats
By Bloofph the Cornac Adventurer level 15
4th Flare 122nd year of Ascendancy at 10:33 see stats
Log
You gain 5.25 gold from the transmogrification of supercharged elm totem of healing [power 146] (18 cooldown).
Bloofph wears (replacing Biyalach the Pusguile (23/23, 29-41 power, 7 apr)): quiver of yew arrows 'Splendourbringer' (22/22, 32-46 power, 10 apr).
You gain 4.18 gold from the transmogrification of Biyalach the Pusguile (23/23, 29-41 power, 7 apr).
The ramp crumbles as you climb it, followed by the collapse of the cavern.
You gain 0.50 gold from the transmogrification of steel shield (0 def, 4 armour, 39.5 block).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 23.18 gold from the transmogrification of Brandkarma the hardened leather armour (9 def, 6 armour).
You gain 0.25 gold from the transmogrification of iron helm (0 def, 3 armour).
You gain 0.94 gold from the transmogrification of grounding rough leather cap of strength (+2) (0 def, 1 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 3.10 gold from the transmogrification of noble's rough leather belt.
You gain 17.93 gold from the transmogrification of Bleaktooth the dwarven-steel waraxe (22-30 power, 4 apr).
You gain 6.72 gold from the transmogrification of Betuvea the iron waraxe (10-15 power, 2 apr).
You gain 4.58 gold from the transmogrification of ash starstaff of wizardry (15-18 power, 3 apr, temporal element).
You gain 4.45 gold from the transmogrification of ash magestaff of wizardry (15-18 power, 3 apr, fire element).
You gain 10.54 gold from the transmogrification of Ravenstake (20-24 power, 4 apr, darkness element).
You gain 10.60 gold from the transmogrification of Corruptionsquall the ash starstaff (15-18 power, 3 apr, darkness element).
You gain 0.25 gold from the transmogrification of mossy mindstar (2-3 power, 12 apr, nature damage).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (3-3 power, 12 apr, mind damage).
You gain 0.50 gold from the transmogrification of steel mace (14-20 power, 3 apr).
You gain 0.25 gold from the transmogrification of iron mace (14-20 power, 2 apr).
You gain 6.33 gold from the transmogrification of steel longsword 'Deepsquick' (20-27 power, 3 apr).
You gain 1.34 gold from the transmogrification of elm longbow of fire.
You gain 0.25 gold from the transmogrification of iron greatsword (16-26 power, 1 apr).
You gain 13.29 gold from the transmogrification of Silyssra the Flameblur (50-79 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (28-43 power, 2 apr).
You gain 5.44 gold from the transmogrification of Earyrand the steel greatmaul (24-36 power, 2 apr).
You feel very confident walking into this place.