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		<title>Tales of Maj'Eyal - User contributions [en]</title>
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		<updated>2026-04-07T23:48:55Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=9957</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=9957"/>
				<updated>2016-01-25T02:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;HousePet: /* Psi */ Removed incorrect info about mind damage interaction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.  Some underwater areas will have bubbles that can restore air until they are depleted.&lt;br /&gt;
&lt;br /&gt;
Most characters have 100 air, with [[yeek]] characters having 200.  Two artifacts, [[Coral Spray]] and [[Vargh Redemption]] will raise the cap by 50 air. &lt;br /&gt;
* The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.&lt;br /&gt;
* The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.&lt;br /&gt;
* The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.&lt;br /&gt;
* When you can breathe again normally you regain 3 air per turn.&lt;br /&gt;
* Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).&lt;br /&gt;
* When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[Wild-gift (category type)|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.&lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* [[Meditation (talent)|Meditating]]&lt;br /&gt;
* [[Swallow (talent)|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[Resolve (talent)|Resolve]] is active but [[Antimagic shield (talent)|Antimagic Shield]] is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim|Vim-based]] talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s [[Feedback (category)|Feedback]] and [[Discharge (category)|Discharge]] talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of Hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed [[Dark sustenance (category)|Dark Sustenance]] tree has the talent [[Feed (talent)|Feed]], which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+4 per level), gear, and [[Willpower]] (+5 per point).&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
Used by [[Necromancer|Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancer]]s can also get access to the tree by becoming a [[Lich]].&lt;br /&gt;
&lt;br /&gt;
It can be replenished by Anorithil using:&lt;br /&gt;
* [[Twilight (talent)|Twilight]]: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy&lt;br /&gt;
* [[Twilight surge (talent)|Twilight Surge]]: recover 20 negative and 10 positive energy&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Liches will regenerate negative energy over time, whereas Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
Maximum negative energy is increased by 3 whenever a character gains a level.&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600).&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs.  It decreases over time if not used.&lt;br /&gt;
&lt;br /&gt;
The size of the positive energy pool (max positive energy) is increased by 3 whenever a character gains a level.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Players can increase psi pool by raising willpower (+1 per point invested in willpower except for the [[Solipsist]] class).&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered. Stamina capacity is increased by raising willpower (+2.5 max stamina per point) and when gaining a level (+3 max stamina per level).&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by the [[Defiler]] metaclass.  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, such as [[Drain (talent)|Drain]] and [[Leech (talent)|Leech]].&lt;/div&gt;</summary>
		<author><name>HousePet</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Resource&amp;diff=9956</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Resource&amp;diff=9956"/>
				<updated>2016-01-25T02:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;HousePet: /* Necrotic */ Changed heading to Souls.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Resources are power pools used for various [[talents]] in ToME 4.  There are several different kinds of resources, and some of them have unique behaviors. Several resources are affected by [[Fatigue]].&lt;br /&gt;
&lt;br /&gt;
==Air==&lt;br /&gt;
Only appears when you can't breathe for some reason. Being underwater, in a wall, or buried in sand will generally prevent you from breathing. You take an increasingly large amount of damage each turn after reaching 0 Air. Some items allow you to breathe underwater, or remove the need to breathe at all.  Some underwater areas will have bubbles that can restore air until they are depleted.&lt;br /&gt;
&lt;br /&gt;
Most characters have 100 air, with [[yeek]] characters having 200.  Two artifacts, [[Coral Spray]] and [[Vargh Redemption]] will raise the cap by 50 air. &lt;br /&gt;
* The first turn you are underwater your air will drop by 5 and will then decrease by 2 each subsequent turn.&lt;br /&gt;
* The first turn you are in a wall your air will drop by 20 and will then decrease by 17 each subsequent turn.&lt;br /&gt;
* The first turn you are buried in sand your air will drop by 10 and will then decrease by 7 each subsequent turn.&lt;br /&gt;
* When you can breathe again normally you regain 3 air per turn.&lt;br /&gt;
* Underwater bubbles will restore 20 per turn (minus the loss of 2 from being underwater, for a total gain of 18).&lt;br /&gt;
* When your air runs out you begin taking damage. The first turn it is 20% of your max life and it increases by 5% each turn (so 25% on the second turn, 30% on the third). This is quickly fatal.&lt;br /&gt;
&lt;br /&gt;
==Equilibrium==&lt;br /&gt;
Equilibrium is the [[resources|resource]] used by the [[Wild-gift (category type)|Wild Gift]] talents, and represents how far the character is out of balance with Nature.  It is sometimes abbreviated &amp;quot;EQ&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Equilibrium starts at 0, and is raised by talent use; a high Equilibrium increases the chance of failure. If Equilibrium exceeds [[Willpower]], an attempt to use a Wild Gift talent has a (sqrt(Equilibrium - Willpower) / 60) chance to fizzle, causing the loss of a turn.&lt;br /&gt;
&lt;br /&gt;
Equilibrium does not naturally reduce itself over time, but it can be restored by:&lt;br /&gt;
* Walking on the wilderness map&lt;br /&gt;
* Standing in the area of effect of a Font of Life&lt;br /&gt;
* [[Meditation (talent)|Meditating]]&lt;br /&gt;
* [[Swallow (talent)|Swallowing]] enemies&lt;br /&gt;
* Being hit while [[Resolve (talent)|Resolve]] is active but [[Antimagic shield (talent)|Antimagic Shield]] is not&lt;br /&gt;
* Coming under a life regeneration effect while under the influence of [[Ancestral life (talent)|Ancestral Life]]&lt;br /&gt;
* Being hit while wearing various [[egos|equipment with on-hit EQ regeneration]]&lt;br /&gt;
&lt;br /&gt;
Note that if a player/creature has an [[Equilibrium]] bar, using [[Vim|Vim-based]] talents will increase it by a noticeable amount.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
Feedback represents using pain as a means of psionic grounding and it can be used to power feedback abilities. Characters that have the feedback resource will gain feedback in proportion to any damage received. The base conversion rate depends on character level: it starts at 50% at level 1, and decays to 20% at level 50. Feedback is used by the [[Solipsist]]'s [[Feedback (category)|Feedback]] and [[Discharge (category)|Discharge]] talent trees. It decays at the rate of 10% or 1 per turn (whichever is greater).&lt;br /&gt;
&lt;br /&gt;
==Hate==&lt;br /&gt;
Hate is the [[resources|resource]] used by the Afflicted classes, the [[Cursed]] and the [[Doomed]].  Hate does not regenerate, and even decays over time.  It is mainly recovered while fighting.  Hate is affected by [[fatigue]].&lt;br /&gt;
&lt;br /&gt;
You can have up to 100 points of hate. Afflicted suffer from reduced healing while not at maximum hate -- by 50% at zero hate.  Your Hate slowly decays (more quickly when the level is higher), down to a minimum of half your Hate at the end of the most recent combat.  The strengths of many abilities also depend on your level of Hate.&lt;br /&gt;
&lt;br /&gt;
Here are some ways Hate is regained:&lt;br /&gt;
&lt;br /&gt;
* '''Kill something''': 8 points, more for higher [[rank]] -- 24 points for a boss&lt;br /&gt;
* '''Take a big hit''' (over 15% of your maximum life): 2 points + 2 points per 5% life lost above 15%&lt;br /&gt;
* '''Take a hit while at low health''' (under 25% of maximum life): 4 points&lt;br /&gt;
* '''Do massive damage''' (over 33% in one hit)&lt;br /&gt;
&lt;br /&gt;
The Doomed [[Dark sustenance (category)|Dark Sustenance]] tree has the talent [[Feed (talent)|Feed]], which can be used to replenish hate.  Various Cursed talents also give Hate bonuses.&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
{{:Life}}&lt;br /&gt;
&lt;br /&gt;
==Mana==&lt;br /&gt;
Used by most of the magical spell talents.  It works much like Spell Points or Mana in most other RPGs.  Only Mage classes can regenerate Mana naturally. Certain class talents and gear can grant passive Mana regen, and having a Manasurge rune inscribed will grant some passive regen while resting. Your maximum increases with level (+4 per level), gear, and [[Willpower]] (+5 per point).&lt;br /&gt;
&lt;br /&gt;
==Souls==&lt;br /&gt;
Used by [[Necromancer|Necromancers]], and represents the number of souls caught within the necrotic aura.  Each soul can become an undead minion.  The pool is replenished by killing living beings within the necrotic aura.&lt;br /&gt;
&lt;br /&gt;
==Negative energy==&lt;br /&gt;
Negative energy is the power source for predominantly-[[Anorithil]] talents.  [[Necromancer]]s can also get access to the tree by becoming a [[Lich]].&lt;br /&gt;
&lt;br /&gt;
It can be replenished by Anorithil using:&lt;br /&gt;
* [[Twilight (talent)|Twilight]]: 15 positive, 6 cooldown, recover (20 + 0.4 * talent * cunning) negative energy&lt;br /&gt;
* [[Twilight surge (talent)|Twilight Surge]]: recover 20 negative and 10 positive energy&lt;br /&gt;
among other ways.&lt;br /&gt;
&lt;br /&gt;
Liches will regenerate negative energy over time, whereas Anorithil and Adventurers lose negative energy over time.&lt;br /&gt;
&lt;br /&gt;
Maximum negative energy is increased by 3 whenever a character gains a level.&lt;br /&gt;
&lt;br /&gt;
==Paradox==&lt;br /&gt;
Paradox is the resource used by the Chronomancy talents. It is somewhat like [[Equilibrium]] -- it starts at 0, and increases as talents are used. High paradox causes failures, anomalies, and backfires, but also increases the power of some talents. The damage (and sometimes duration, etc) of most Chronomancy talents is multiplied by a &amp;quot;paradox modifier&amp;quot; determined by the following formula: sqrt(0.5 + Paradox / 600).&lt;br /&gt;
&lt;br /&gt;
The cost of active paradox talents increases the higher your paradox already is; it is multiplied by 1 + (Paradox / 300).&lt;br /&gt;
&lt;br /&gt;
Paradox failures simply cause you to lose a turn like equilibrium failures. However, unlike equilibrium failures, your paradox still increases by the cost of the talent that failed.&lt;br /&gt;
&lt;br /&gt;
If an anomaly occurs, not only do you lose the turn and talent, but a random Anomaly talent is used. Your paradox is also reduced by twice the cost of the talent that failed. Anomaly chance is rolled before failure chance.&lt;br /&gt;
&lt;br /&gt;
If a backfire occurs, the talent targets the caster.&lt;br /&gt;
&lt;br /&gt;
To calculate paradox failure, anomaly, and backfire chance, first calculate modified paradox by the following formula: (Paradox - [[Willpower]] * Willpower_modifier). Some items, such as the Shard of Crystallized Time, add directly to the Willpower stat used in this calculation, as does Temporal Form. Willpower_modifier is 1 + ([[Paradox mastery (talent)|Paradox Mastery]] talent level / 10).&lt;br /&gt;
&lt;br /&gt;
Then calculate the fatigue modifier: (100 + 2 * [[Fatigue]]) / 100.&lt;br /&gt;
&lt;br /&gt;
Failures can only occur if modified paradox is over 200; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 200)^2).&lt;br /&gt;
&lt;br /&gt;
Anomalies can only occur if modified paradox is over 300; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 300)^3).&lt;br /&gt;
&lt;br /&gt;
Backfires can only occur if modified paradox is over 400; if so, the chance is ceil(fatigue_modifier * (modified_paradox / 400)^4).&lt;br /&gt;
&lt;br /&gt;
==Positive energy==&lt;br /&gt;
Positive energy is a resource used by both of the [[Celestial (Metaclass)|Celestial]] classes (the [[Sun Paladin|Sun Paladins]] and [[Anorithil]]). Many early talents will actually replenish it rather than drain it, shown as negative numbers in costs.  It decreases over time if not used.&lt;br /&gt;
&lt;br /&gt;
The size of the positive energy pool (max positive energy) is increased by 3 whenever a character gains a level.&lt;br /&gt;
&lt;br /&gt;
==Psi==&lt;br /&gt;
Psi is the resource used by Psionic classes, such as [[Solipsist]] and [[Mindslayer]]. It slowly regenerates over time, can be restored by talents and some equipment. Mind damage type reduces psi (if left) instead of health. Players can increase psi pool by raising willpower (+1 per point invested in willpower except for the [[Solipsist]] class).&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
Stamina is the resource used by most physical talents.  It is regenerated at a rate of 0.3 per turn if there are no other modifiers.  Resting will accelerate the rate at which stamina is recovered. Stamina capacity is increased by raising willpower (+2.5 max stamina per point) and when gaining a level (+3 max stamina per level).&lt;br /&gt;
&lt;br /&gt;
==Vim==&lt;br /&gt;
Vim is the resource used by the [[Defiler]] metaclass.  Vim does not regenerate but is instead regained in several ways, all involving combat.  [[Fatigue]] plays no role in determining vim costs.  The vim pool grows by 4 points every level and is not influenced by any stats.&lt;br /&gt;
&lt;br /&gt;
Ways of regaining vim:&lt;br /&gt;
&lt;br /&gt;
* '''Kill bounty:''' Each kill returns one point of vim per 20 [[Willpower]].&lt;br /&gt;
* '''Kill refunds:''' If you kill something directly with a vim-using talent, the talents cost in vim is restored. This ''only'' works with straight damage -- infecting someone with a disease won't return any vim this way, even if your victim dies from it three rounds later.  Though if you kill something with a Bone Nova, for example, you will get its cost refunded.&lt;br /&gt;
* '''Special Talents:''' Some talents can also restore your vim, such as [[Drain (talent)|Drain]] and [[Leech (talent)|Leech]].&lt;/div&gt;</summary>
		<author><name>HousePet</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=6093</id>
		<title>Alchemist Quest</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=6093"/>
				<updated>2013-08-27T04:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;HousePet: /* Alchemy Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
==Brotherhood of Alchemists==&lt;br /&gt;
&lt;br /&gt;
''Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and are offering powerful rewards to any adventurer who assists them in their quest.''&lt;br /&gt;
&lt;br /&gt;
Speaking to any of the four alchemists found in Maj'Eyal will allow the player to open the quest and choose an elixir to gather ingredients for. It is possible to have one quest open from each of the four alchemists simultaneously.&lt;br /&gt;
&lt;br /&gt;
Each potion requires the player to gather three ingredients (monster parts), which may be found by killing a monster of the appropriate type. Monsters always drop their ingredient if they have one. Roaming adventurers also have a chance (which was 30% before the ingredients update) to drop an ingredient upon death. If they do, they drop an ingredient randomly selected from the entire list of possible ingredients. (There are 36, as of build b41.)&lt;br /&gt;
&lt;br /&gt;
Upon turning in the requested ingredients, the player receives the corresponding elixir, which must then be (u)sed to reap its benefits. Each time the player helps one alchemist complete an elixir, another alchemist completes one of his or her elixirs as well (chosen at random). Depending on which elixirs the player completes and which are randomly selected to be completed by other alchemists, it is possible to complete between three and five elixirs with a single character before one of the four alchemists finishes their third elixir, and the quest ends.&lt;br /&gt;
&lt;br /&gt;
''Todo'': At the very least, it would be nice to know what areas the hermit spawns in (I've seen him in three locations: north of the Sandworm den, down one river in mid-Maj'Eyal, and somewhere up north), what each elixir does, and how the quest progresses as you get more elixirs (not sure myself, having not completed it yet.)&lt;br /&gt;
&lt;br /&gt;
All the stats are added to your adjusted stat. Ie. it doesn't raise your maximum too.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* Marus of [[Elvala]]; &lt;br /&gt;
** [[Elixir of Mysticism]]: +3 [[Magic]], +3 [[Willpower]]&lt;br /&gt;
** [[Elixir of the Savior]]: +4 to all [[saves|saving throws]]&lt;br /&gt;
** [[Elixir of Mastery]]: +4 Stat points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Elixir of Invulnerability|Elixir of Invulnerability]]&lt;br /&gt;
* Stire of [[Derth]]:&lt;br /&gt;
** [[Elixir of the Fox]]: +3 [[Dexterity]], +3 [[Cunning]]&lt;br /&gt;
** [[Elixir of Avoidance]]: +6 [[Defense]], +6 Ranged Defense&lt;br /&gt;
** [[Elixir of Precision]]: +4% Physical Crit&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Lifebinding Emerald|Lifebinding Emerald]]&lt;br /&gt;
* Ungrol of [[Last Hope]]:&lt;br /&gt;
** [[Elixir of Brawn]]: +3 [[Strength]], +3 [[Constitution]]&lt;br /&gt;
** [[Elixir of Stoneskin]]: +4 [[Armour]]&lt;br /&gt;
** [[Elixir of Foundations]]: +2 Generic Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Taint of Telepathy|Taint of Telepathy]]&lt;br /&gt;
* Agrimley the Hermit:&lt;br /&gt;
** [[Elixir of Explosive Force]]: +4% Spell Crit&lt;br /&gt;
** [[Elixir of Serendipity]]: +5 [[Luck]]&lt;br /&gt;
** [[Elixir of Focus]]: +2 Class Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Infusion of Wild Growth|Infusion of Wild Growth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elixir of Invulnerability===&lt;br /&gt;
''A vial of thick fluid, metallic and reflective. It's incredibly heavy.''&lt;br /&gt;
Infused by nature. 2.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Elixir of Invulnerability may be used once to activate a million-point damage shield lasting five turns.&lt;br /&gt;
&lt;br /&gt;
===Lifebinding Emerald===&lt;br /&gt;
&lt;br /&gt;
''A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.''&lt;br /&gt;
Infused by nature. 0.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Lifebinding Emerald is a green gem that may be worn (by mindslayers and golems only, currently) or used to imbue an object for the following benefits: Changes stats: +10 Con Changes resistances: +10% blight Hitpoints each turn: +2.00 Healing mod.: +30%&lt;br /&gt;
&lt;br /&gt;
''Note'': Can only be imbued onto a tier 5 ring? Needs confirmation. -I'm quite certain this is correct. [[User:HousePet|HousePet]] ([[User talk:HousePet|talk]])&lt;br /&gt;
&lt;br /&gt;
===Taint of Telepathy===&lt;br /&gt;
&lt;br /&gt;
''Strip the protective barriers from your mind, allowing in the thoughts of all creatures, but reducing mental resistance.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 30&lt;br /&gt;
The Taint of Telepathy is an inscription that grants the player the ability to detect all monsters in a radius of ten for five turns, at the expense of reducing his or her mental saves by twenty for a duration of ten turns. Also increases mindpower by twenty while active.&lt;br /&gt;
&lt;br /&gt;
===Infusion of Wild Growth===&lt;br /&gt;
&lt;br /&gt;
''Thick vines to spring from the ground and entangle your foes, pinning them in place and dealing damage over time.''&lt;br /&gt;
Cooldown: 30&lt;br /&gt;
&lt;br /&gt;
The Infusion of Wild Growth is an inscription that grants the player the ability to pin all targets within a radius of five to the ground for five turns. In addition, these targets are dealt a modest amount of physical and nature damage each turn. This damage scales with the player's mindpower.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
This is the start of a List of all the Alchemy Ingredients for the various Recipes. From what I gave found so far each ingredient has a fixed zone and possibly a random zone. Each fixed zone will be shown bold. All ingredients can also be found on adventurer parties.&lt;br /&gt;
&lt;br /&gt;
* Bear Paw - Old Forest, Norgos's lair&lt;br /&gt;
* Black Mamba Head - Old Forust&lt;br /&gt;
* Bloated Horror Heart - Lake Nur&lt;br /&gt;
* Chunk of Ghoul Flesh - Halfling Ruins&lt;br /&gt;
* Electric Eel Tail - Lake Nur, Murgol's Lair&lt;br /&gt;
* Faerlhing Fang -  Ruined Dungeon&lt;br /&gt;
* Giant Spider Spinaret - Old Forest&lt;br /&gt;
* Green Worm - Trollmire, Old Forest&lt;br /&gt;
* Honey Tree Root - Old Forest&lt;br /&gt;
* Hummerhorn Wing - Old Forest&lt;br /&gt;
* Ice Ant Stinger - Old Forest, Ruined Dungeon&lt;br /&gt;
* Ice Wyrm Tooth - Daikara, Ruined Dungeon&lt;br /&gt;
* Length of Troll Intestine - Trollmire, Old Forest&lt;br /&gt;
* Minotaur Nose - The Maze&lt;br /&gt;
* Multi-Hued Wyrm Scale - Ruined Dungeon&lt;br /&gt;
* Mummified Bone - Elven Ruins&lt;br /&gt;
* Naga Tongue - Ruined Dungeon, Temple of Creation, Naga Invasion Portal&lt;br /&gt;
* Orc Heart - Trollmire, Old Forest&lt;br /&gt;
* Pouch of Bone Giant Dust - Ruined Dungeon&lt;br /&gt;
* Pouch of Faeros Ash - Daikara, Mark of the Spellblaze&lt;br /&gt;
* Pouch of Luminous Horror Dust - Lake Nur&lt;br /&gt;
* Red Crystal Shard - Scintillating Caves&lt;br /&gt;
* Ritch Stinger - Eruan, Ritch Lair&lt;br /&gt;
* Sandworm Tooth - Sandworm Lair, Daikara&lt;br /&gt;
* Skeleton Mage Skull - Kor'Pul Dungeon&lt;br /&gt;
* Snow Giant Kidney - Daikara&lt;br /&gt;
* Storm Wyrn Claw - Ruined Dungeon&lt;br /&gt;
* Vampire Lord Fang - Ruined Dungeon, Dreadfell&lt;br /&gt;
* Vial of Elder Vampire Blood - Elven Ruins, Dreadfell&lt;br /&gt;
* Vial of Fire Wyrm Saliva - Daikara, Gorbat Pride&lt;br /&gt;
* Vial of Greater Demon Bile - Ruined Dungeon, Fearscape Invasion Portal&lt;br /&gt;
* Vial of Squid Ink - Lake Nur, Murgol's Lair&lt;br /&gt;
* Vial of Wight Ectoplasm - Elven Ruins, Dreadfell&lt;br /&gt;
* Warg Claw - Old Forest, Norgos' Lair&lt;br /&gt;
* Wretching Eyeball - Ruined Dungeon&lt;br /&gt;
* Xorn Fragment - Old Forest, Diakara&lt;/div&gt;</summary>
		<author><name>HousePet</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=6092</id>
		<title>Alchemist Quest</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=6092"/>
				<updated>2013-08-27T04:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;HousePet: /* Lifebinding Emerald */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
==Brotherhood of Alchemists==&lt;br /&gt;
&lt;br /&gt;
''Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and are offering powerful rewards to any adventurer who assists them in their quest.''&lt;br /&gt;
&lt;br /&gt;
Speaking to any of the four alchemists found in Maj'Eyal will allow the player to open the quest and choose an elixir to gather ingredients for. It is possible to have one quest open from each of the four alchemists simultaneously.&lt;br /&gt;
&lt;br /&gt;
Each potion requires the player to gather three ingredients (monster parts), which may be found by killing a monster of the appropriate type. Monsters always drop their ingredient if they have one. Roaming adventurers also have a chance (which was 30% before the ingredients update) to drop an ingredient upon death. If they do, they drop an ingredient randomly selected from the entire list of possible ingredients. (There are 36, as of build b41.)&lt;br /&gt;
&lt;br /&gt;
Upon turning in the requested ingredients, the player receives the corresponding elixir, which must then be (u)sed to reap its benefits. Each time the player helps one alchemist complete an elixir, another alchemist completes one of his or her elixirs as well (chosen at random). Depending on which elixirs the player completes and which are randomly selected to be completed by other alchemists, it is possible to complete between three and five elixirs with a single character before one of the four alchemists finishes their third elixir, and the quest ends.&lt;br /&gt;
&lt;br /&gt;
''Todo'': At the very least, it would be nice to know what areas the hermit spawns in (I've seen him in three locations: north of the Sandworm den, down one river in mid-Maj'Eyal, and somewhere up north), what each elixir does, and how the quest progresses as you get more elixirs (not sure myself, having not completed it yet.)&lt;br /&gt;
&lt;br /&gt;
All the stats are added to your adjusted stat. Ie. it doesn't raise your maximum too.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* Marus of [[Elvala]]; &lt;br /&gt;
** [[Elixir of Mysticism]]: +3 [[Magic]], +3 [[Willpower]]&lt;br /&gt;
** [[Elixir of the Savior]]: +4 to all [[saves|saving throws]]&lt;br /&gt;
** [[Elixir of Mastery]]: +4 Stat points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Elixir of Invulnerability|Elixir of Invulnerability]]&lt;br /&gt;
* Stire of [[Derth]]:&lt;br /&gt;
** [[Elixir of the Fox]]: +3 [[Dexterity]], +3 [[Cunning]]&lt;br /&gt;
** [[Elixir of Avoidance]]: +6 [[Defense]], +6 Ranged Defense&lt;br /&gt;
** [[Elixir of Precision]]: +4% Physical Crit&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Lifebinding Emerald|Lifebinding Emerald]]&lt;br /&gt;
* Ungrol of [[Last Hope]]:&lt;br /&gt;
** [[Elixir of Brawn]]: +3 [[Strength]], +3 [[Constitution]]&lt;br /&gt;
** [[Elixir of Stoneskin]]: +4 [[Armour]]&lt;br /&gt;
** [[Elixir of Foundations]]: +2 Generic Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Taint of Telepathy|Taint of Telepathy]]&lt;br /&gt;
* Agrimley the Hermit:&lt;br /&gt;
** [[Elixir of Explosive Force]]: +4% Spell Crit&lt;br /&gt;
** [[Elixir of Serendipity]]: +5 [[Luck]]&lt;br /&gt;
** [[Elixir of Focus]]: +2 Class Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Infusion of Wild Growth|Infusion of Wild Growth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elixir of Invulnerability===&lt;br /&gt;
''A vial of thick fluid, metallic and reflective. It's incredibly heavy.''&lt;br /&gt;
Infused by nature. 2.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Elixir of Invulnerability may be used once to activate a million-point damage shield lasting five turns.&lt;br /&gt;
&lt;br /&gt;
===Lifebinding Emerald===&lt;br /&gt;
&lt;br /&gt;
''A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.''&lt;br /&gt;
Infused by nature. 0.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Lifebinding Emerald is a green gem that may be worn (by mindslayers and golems only, currently) or used to imbue an object for the following benefits: Changes stats: +10 Con Changes resistances: +10% blight Hitpoints each turn: +2.00 Healing mod.: +30%&lt;br /&gt;
&lt;br /&gt;
''Note'': Can only be imbued onto a tier 5 ring? Needs confirmation. -I'm quite certain this is correct. [[User:HousePet|HousePet]] ([[User talk:HousePet|talk]])&lt;br /&gt;
&lt;br /&gt;
===Taint of Telepathy===&lt;br /&gt;
&lt;br /&gt;
''Strip the protective barriers from your mind, allowing in the thoughts of all creatures, but reducing mental resistance.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 30&lt;br /&gt;
The Taint of Telepathy is an inscription that grants the player the ability to detect all monsters in a radius of ten for five turns, at the expense of reducing his or her mental saves by twenty for a duration of ten turns. Also increases mindpower by twenty while active.&lt;br /&gt;
&lt;br /&gt;
===Infusion of Wild Growth===&lt;br /&gt;
&lt;br /&gt;
''Thick vines to spring from the ground and entangle your foes, pinning them in place and dealing damage over time.''&lt;br /&gt;
Cooldown: 30&lt;br /&gt;
&lt;br /&gt;
The Infusion of Wild Growth is an inscription that grants the player the ability to pin all targets within a radius of five to the ground for five turns. In addition, these targets are dealt a modest amount of physical and nature damage each turn. This damage scales with the player's mindpower.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
This is the start of a List of all the Alchemy Ingredients for the various Recipes. From what I gave found so far each ingredient has a fixed zone and possibly a random zone. Each fixed zone will be shown bold. All ingredients can also be found on adventurer parties.&lt;br /&gt;
&lt;br /&gt;
* Bear Paw - Wilderness, Old Forest, Norgos's lair&lt;br /&gt;
* Black Mamba Head - Old Forust&lt;br /&gt;
* Bloated Horror Heart - Lake nur lvl 2, Elven Ruins&lt;br /&gt;
* Chunk of Ghoul Flesh - Halfling runes&lt;br /&gt;
* Electric Eel Tail - Lake under the Old Forest&lt;br /&gt;
* Faerlhing Fang -  Ruined Dungeon&lt;br /&gt;
* Giant Spider Spinaret - Old Forest, &lt;br /&gt;
* Green Worm - Trollmire, Old Forest&lt;br /&gt;
* Honey Tree Root - Old Forest, &lt;br /&gt;
* Hummerhorn Wing - Old Forest&lt;br /&gt;
* Ice Ant Stinger - Old Forest, Ruined Dungeon&lt;br /&gt;
* Ice Wyrm Tooth - Ruined Dungeon&lt;br /&gt;
* Length of Troll Intestine - Trollmire, Old Forest&lt;br /&gt;
* Minotaur Nose - The Maze&lt;br /&gt;
* Multi-Hued Wyrm Scale - Ruined Dungeon&lt;br /&gt;
* Mummified Bone - Elven Ruins&lt;br /&gt;
* Naga Tongue - Ruined Dungeon&lt;br /&gt;
* Orc Heart - Trollmire, Old Forest&lt;br /&gt;
* Pouch of Bone Giant Dust - Ruined Dungeon&lt;br /&gt;
* Pouch of Faeros Ash - Daikara&lt;br /&gt;
* Pouch of Luminous Horror Dust - Lake Nur&lt;br /&gt;
* Red Crystal Shard - Scintillating Caves&lt;br /&gt;
* Ritch Stinger - Eruan&lt;br /&gt;
* Sandworm Tooth - Sandworm Lair, Daikara&lt;br /&gt;
* Skeleton Mage Skull - Kor'Pul Dungeon,&lt;br /&gt;
* Snow Giant Kidney - Daikara&lt;br /&gt;
* Storm Wyrn Claw - Ruined Dungeon&lt;br /&gt;
* Vampire Lord Fang - Ruined Dungeon&lt;br /&gt;
* Vial of Elder Vampire Blood - Elven Ruins&lt;br /&gt;
* Vial of Fire Wyrm Saliva - Gorbat Pride&lt;br /&gt;
* Vial of Greater Demon Bile - Ruined Dungeon&lt;br /&gt;
* Vial of Squid Ink - Ruined Dungeon&lt;br /&gt;
* Vial of Wright Ectoplasm - Eleven Ruins&lt;br /&gt;
* Warg Claw - Wilderness, Old Forest&lt;br /&gt;
* Wretching Eyeball - Ruined Dungeon&lt;br /&gt;
* Xorn Fragment (Kill an Umber Hulk) - Old Forest, Diakara&lt;/div&gt;</summary>
		<author><name>HousePet</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=6091</id>
		<title>Alchemist Quest</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=6091"/>
				<updated>2013-08-27T04:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;HousePet: /* Taint of Telepathy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
==Brotherhood of Alchemists==&lt;br /&gt;
&lt;br /&gt;
''Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and are offering powerful rewards to any adventurer who assists them in their quest.''&lt;br /&gt;
&lt;br /&gt;
Speaking to any of the four alchemists found in Maj'Eyal will allow the player to open the quest and choose an elixir to gather ingredients for. It is possible to have one quest open from each of the four alchemists simultaneously.&lt;br /&gt;
&lt;br /&gt;
Each potion requires the player to gather three ingredients (monster parts), which may be found by killing a monster of the appropriate type. Monsters always drop their ingredient if they have one. Roaming adventurers also have a chance (which was 30% before the ingredients update) to drop an ingredient upon death. If they do, they drop an ingredient randomly selected from the entire list of possible ingredients. (There are 36, as of build b41.)&lt;br /&gt;
&lt;br /&gt;
Upon turning in the requested ingredients, the player receives the corresponding elixir, which must then be (u)sed to reap its benefits. Each time the player helps one alchemist complete an elixir, another alchemist completes one of his or her elixirs as well (chosen at random). Depending on which elixirs the player completes and which are randomly selected to be completed by other alchemists, it is possible to complete between three and five elixirs with a single character before one of the four alchemists finishes their third elixir, and the quest ends.&lt;br /&gt;
&lt;br /&gt;
''Todo'': At the very least, it would be nice to know what areas the hermit spawns in (I've seen him in three locations: north of the Sandworm den, down one river in mid-Maj'Eyal, and somewhere up north), what each elixir does, and how the quest progresses as you get more elixirs (not sure myself, having not completed it yet.)&lt;br /&gt;
&lt;br /&gt;
All the stats are added to your adjusted stat. Ie. it doesn't raise your maximum too.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
* Marus of [[Elvala]]; &lt;br /&gt;
** [[Elixir of Mysticism]]: +3 [[Magic]], +3 [[Willpower]]&lt;br /&gt;
** [[Elixir of the Savior]]: +4 to all [[saves|saving throws]]&lt;br /&gt;
** [[Elixir of Mastery]]: +4 Stat points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Elixir of Invulnerability|Elixir of Invulnerability]]&lt;br /&gt;
* Stire of [[Derth]]:&lt;br /&gt;
** [[Elixir of the Fox]]: +3 [[Dexterity]], +3 [[Cunning]]&lt;br /&gt;
** [[Elixir of Avoidance]]: +6 [[Defense]], +6 Ranged Defense&lt;br /&gt;
** [[Elixir of Precision]]: +4% Physical Crit&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Lifebinding Emerald|Lifebinding Emerald]]&lt;br /&gt;
* Ungrol of [[Last Hope]]:&lt;br /&gt;
** [[Elixir of Brawn]]: +3 [[Strength]], +3 [[Constitution]]&lt;br /&gt;
** [[Elixir of Stoneskin]]: +4 [[Armour]]&lt;br /&gt;
** [[Elixir of Foundations]]: +2 Generic Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Taint of Telepathy|Taint of Telepathy]]&lt;br /&gt;
* Agrimley the Hermit:&lt;br /&gt;
** [[Elixir of Explosive Force]]: +4% Spell Crit&lt;br /&gt;
** [[Elixir of Serendipity]]: +5 [[Luck]]&lt;br /&gt;
** [[Elixir of Focus]]: +2 Class Talent points&lt;br /&gt;
** Final Reward: [[Alchemist Quest#Infusion of Wild Growth|Infusion of Wild Growth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elixir of Invulnerability===&lt;br /&gt;
''A vial of thick fluid, metallic and reflective. It's incredibly heavy.''&lt;br /&gt;
Infused by nature. 2.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Elixir of Invulnerability may be used once to activate a million-point damage shield lasting five turns.&lt;br /&gt;
&lt;br /&gt;
===Lifebinding Emerald===&lt;br /&gt;
&lt;br /&gt;
''A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.''&lt;br /&gt;
Infused by nature. 0.00 Encumbrance&lt;br /&gt;
&lt;br /&gt;
The Lifebinding Emerald is a green gem that may be worn (by mindslayers and golems only, currently) or used to imbue an object for the following benefits: Changes stats: +10 Con Changes resistances: +10% blight Hitpoints each turn: +2.00 Healing mod.: +30%&lt;br /&gt;
&lt;br /&gt;
''Note'': Can only be imbued onto a tier 5 ring? Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
===Taint of Telepathy===&lt;br /&gt;
&lt;br /&gt;
''Strip the protective barriers from your mind, allowing in the thoughts of all creatures, but reducing mental resistance.''&lt;br /&gt;
&lt;br /&gt;
Cooldown: 30&lt;br /&gt;
The Taint of Telepathy is an inscription that grants the player the ability to detect all monsters in a radius of ten for five turns, at the expense of reducing his or her mental saves by twenty for a duration of ten turns. Also increases mindpower by twenty while active.&lt;br /&gt;
&lt;br /&gt;
===Infusion of Wild Growth===&lt;br /&gt;
&lt;br /&gt;
''Thick vines to spring from the ground and entangle your foes, pinning them in place and dealing damage over time.''&lt;br /&gt;
Cooldown: 30&lt;br /&gt;
&lt;br /&gt;
The Infusion of Wild Growth is an inscription that grants the player the ability to pin all targets within a radius of five to the ground for five turns. In addition, these targets are dealt a modest amount of physical and nature damage each turn. This damage scales with the player's mindpower.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
This is the start of a List of all the Alchemy Ingredients for the various Recipes. From what I gave found so far each ingredient has a fixed zone and possibly a random zone. Each fixed zone will be shown bold. All ingredients can also be found on adventurer parties.&lt;br /&gt;
&lt;br /&gt;
* Bear Paw - Wilderness, Old Forest, Norgos's lair&lt;br /&gt;
* Black Mamba Head - Old Forust&lt;br /&gt;
* Bloated Horror Heart - Lake nur lvl 2, Elven Ruins&lt;br /&gt;
* Chunk of Ghoul Flesh - Halfling runes&lt;br /&gt;
* Electric Eel Tail - Lake under the Old Forest&lt;br /&gt;
* Faerlhing Fang -  Ruined Dungeon&lt;br /&gt;
* Giant Spider Spinaret - Old Forest, &lt;br /&gt;
* Green Worm - Trollmire, Old Forest&lt;br /&gt;
* Honey Tree Root - Old Forest, &lt;br /&gt;
* Hummerhorn Wing - Old Forest&lt;br /&gt;
* Ice Ant Stinger - Old Forest, Ruined Dungeon&lt;br /&gt;
* Ice Wyrm Tooth - Ruined Dungeon&lt;br /&gt;
* Length of Troll Intestine - Trollmire, Old Forest&lt;br /&gt;
* Minotaur Nose - The Maze&lt;br /&gt;
* Multi-Hued Wyrm Scale - Ruined Dungeon&lt;br /&gt;
* Mummified Bone - Elven Ruins&lt;br /&gt;
* Naga Tongue - Ruined Dungeon&lt;br /&gt;
* Orc Heart - Trollmire, Old Forest&lt;br /&gt;
* Pouch of Bone Giant Dust - Ruined Dungeon&lt;br /&gt;
* Pouch of Faeros Ash - Daikara&lt;br /&gt;
* Pouch of Luminous Horror Dust - Lake Nur&lt;br /&gt;
* Red Crystal Shard - Scintillating Caves&lt;br /&gt;
* Ritch Stinger - Eruan&lt;br /&gt;
* Sandworm Tooth - Sandworm Lair, Daikara&lt;br /&gt;
* Skeleton Mage Skull - Kor'Pul Dungeon,&lt;br /&gt;
* Snow Giant Kidney - Daikara&lt;br /&gt;
* Storm Wyrn Claw - Ruined Dungeon&lt;br /&gt;
* Vampire Lord Fang - Ruined Dungeon&lt;br /&gt;
* Vial of Elder Vampire Blood - Elven Ruins&lt;br /&gt;
* Vial of Fire Wyrm Saliva - Gorbat Pride&lt;br /&gt;
* Vial of Greater Demon Bile - Ruined Dungeon&lt;br /&gt;
* Vial of Squid Ink - Ruined Dungeon&lt;br /&gt;
* Vial of Wright Ectoplasm - Eleven Ruins&lt;br /&gt;
* Warg Claw - Wilderness, Old Forest&lt;br /&gt;
* Wretching Eyeball - Ruined Dungeon&lt;br /&gt;
* Xorn Fragment (Kill an Umber Hulk) - Old Forest, Diakara&lt;/div&gt;</summary>
		<author><name>HousePet</name></author>	</entry>

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