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		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Loewenheim</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Loewenheim"/>
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		<updated>2026-04-20T05:21:15Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=9580</id>
		<title>Brotherhood of Alchemists</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=9580"/>
				<updated>2015-02-06T00:48:32Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Added page links to ingredient locations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&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:&lt;br /&gt;
* Changes stats: +15 Con&lt;br /&gt;
* Changes resistances: +10% blight&lt;br /&gt;
* Damage Affinity (Heal): +15% Nature&lt;br /&gt;
* Stun/Freeze Immunity: +30%&lt;br /&gt;
* Life Regen: +2.00&lt;br /&gt;
* 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;
powered by arcane forces (no anti-magic)&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15&lt;br /&gt;
Use time: 1 turn&lt;br /&gt;
&lt;br /&gt;
The Taint of Telepathy is an inscription that improves the player's mindpower by 35 and lowers their mental save by 10 for 10 turns. In addition, the player is given a Track effect for 5 turns, allowing them to detect all creatures in a radius of 10.&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 have 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' Lair]]&lt;br /&gt;
* Black Mamba Head - [[Old Forest]]&lt;br /&gt;
* Bloated Horror Heart - [[Lake of Nur]]&lt;br /&gt;
* Chunk of Ghoul Flesh - [[Ruined halfling complex]]&lt;br /&gt;
* Electric Eel Tail - [[Lake of 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]], [[Ruined Halfling Complex]]&lt;br /&gt;
* Pouch of Faeros Ash - [[Daikara]], [[Mark of the Spellblaze]]&lt;br /&gt;
* Pouch of Luminous Horror Dust - [[Lake of 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 - [[Ruins of Kor'Pul]]&lt;br /&gt;
* Snow Giant Kidney - [[Daikara]]&lt;br /&gt;
* Storm Wyrm 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 of 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]], [[Daikara]]&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Norgos_Lair&amp;diff=9578</id>
		<title>Norgos Lair</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Norgos_Lair&amp;diff=9578"/>
				<updated>2015-02-06T00:47:30Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Loewenheim moved page Norgos lair to Norgos Lair&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Norgos Lair| floors = 3| guardian = [[Norgos the Guardian]]| min_level = 1| max_level = 5| min_ilevel = 1| max_ilevel = 4| width = 50| height = 50}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Norgos' Lair is a first-tier zone in the northern forest of [[Maj'Eyal]]. It is the starting zone for the [[Thalore]]n. It uses a forest layout, with paths connecting irregularly shaped clearings. The zone is fully lit, and is inhabited mostly by animals (snakes, bears, etc.).&lt;br /&gt;
&lt;br /&gt;
The boss is [[Norgos the Guardian]], a bear who has gone mad.&lt;br /&gt;
&lt;br /&gt;
Before the &amp;quot;alternate&amp;quot; starting zone feature was added in version 1.0.3, this zone was widely considered to be the easiest in the game.  The alternate layout is a fair bit harder to survive at low levels.&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Elven_Ruins&amp;diff=9576</id>
		<title>Elven Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Elven_Ruins&amp;diff=9576"/>
				<updated>2015-02-06T00:45:49Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Loewenheim moved page Elven ruins to Elven Ruins over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone| name = Elven Ruins| floors = 3| guardian = [[Greater Mummy Lord]]| min_level = 33| max_level = 42| min_ilevel = 3| max_ilevel = 4| width = 30| height = 30}}&lt;br /&gt;
==Zone Information==&lt;br /&gt;
&lt;br /&gt;
The Elven Ruins is a three-level dungeon with an undead theme. This is the only place in the game to acquire mummy wrap class armor (Excellent defense for light armor users at the cost of increased damage from fire.)&lt;br /&gt;
&lt;br /&gt;
Elven Ruins level 3 is much larger than the first two levels.&lt;br /&gt;
&lt;br /&gt;
The boss of the Elven Ruins is the Greater Mummy Lord, an undead with a melee attacks and cold themed spells. Level 25 or greater is recommended to handle the Mummy Lord.&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Bindings of Eternal Night]]&lt;br /&gt;
*[[Crown of Eternal Night]]&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ruined_Halfling_Complex&amp;diff=9574</id>
		<title>Ruined Halfling Complex</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ruined_Halfling_Complex&amp;diff=9574"/>
				<updated>2015-02-06T00:45:20Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Loewenheim moved page Ruined halfling complex to Ruined Halfling Complex over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Ruined halfling complex&lt;br /&gt;
|guardian=[[Subject Z]]&lt;br /&gt;
|floors=4&lt;br /&gt;
|min_level=10&lt;br /&gt;
|max_level=25&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Ruined Halfling Complex is an optional zone in the central region of [[Maj'Eyal]], at the head of the river west of [[Zigur]].&lt;br /&gt;
&lt;br /&gt;
The first level has an open layout with hollow buildings. The other levels have a dungeon layout, with darkened corridors connecting lit(?) rooms. All levels are inhabited by medium-strength undead (primarily ghouls, skeletons and skeleton mages).&lt;br /&gt;
&lt;br /&gt;
The boss is [[Subject Z]], who appears in a predefined room in the southern part of the fourth level. He is accompanied by a [[Yeek Wayist]], and the player's arrival triggers a fight between them. Once you defeat Subject Z, several outcomes are possible depending on your race:&lt;br /&gt;
&lt;br /&gt;
*If you are a Yeek, you may speak to the Wayist and unlock [[Mindslayer]]s.&lt;br /&gt;
*If you are a Halfling, the Wayist will become hostile and you will be forced to fight him.&lt;br /&gt;
*If you are not a Halfling, you may speak to the Wayist to [[unlock]] [[Yeek]]s and receive a bonus to your mental [[saves]].&lt;br /&gt;
&lt;br /&gt;
Subject Z initially targets the Wayist, and can kill him in melee within a couple of rounds.  Keeping the Wayist alive is quite challenging because of this. Subject Z has many [[Shadowblade]] talents and a very good [[Defense]]. His physical defense is low however, so physical talents with knockback effects can help separate him from the Wayist and buy valuable time.&lt;br /&gt;
&lt;br /&gt;
(One strategy for defeating Subject Z, which some may consider an abuse of game mechanics, is to use the [[Rod of Recall]] as soon as you arrive on this level.  This sets Subject Z's level to approximately yours.  Return after you've gained a bunch of levels, and he'll still be low-level.)&lt;br /&gt;
&lt;br /&gt;
==Zone Specific Artifacts==&lt;br /&gt;
*[[Yeek-fur Robe]]&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Lake_of_Nur&amp;diff=9572</id>
		<title>Lake of Nur</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lake_of_Nur&amp;diff=9572"/>
				<updated>2015-02-06T00:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Loewenheim moved page Lake of nur to Lake of Nur over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Zone&lt;br /&gt;
|name=Lake of Nur&lt;br /&gt;
|floors=3&lt;br /&gt;
|min_level=15&lt;br /&gt;
|max_level=25&lt;br /&gt;
|min_ilevel=2&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
|width=50&lt;br /&gt;
|height=50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Lake Nur is found by traveling through the [[Old Forest]].&lt;br /&gt;
&lt;br /&gt;
The first level is devoid of enemies and has a fixed layout. Most of the level is water, with a shore on the north and a few islands scattered around the lake. Near the south end of the map is a building which contains the stairs to the next level.&lt;br /&gt;
&lt;br /&gt;
The second and third levels have dungeon layouts like that of [[Kor'Pul]] and [[Dreadfell]]. The second level is flooded with water and contains aquatic creatures such as water imps and squid. The third level is usually clear of water and is inhabited by horror-type enemies and a few wilderness enemies appropriate to the Old Forest. Neither level is consistently lit.&lt;br /&gt;
&lt;br /&gt;
1/11 of the water squares on level 2 will have air bubbles in them; spending a turn in a bubble will increase air by 18, but eventually destroy the air bubble. It is therefore possible to traverse Lake Nur 2 without water breathing, though it is much easier to make the trip with it.&lt;br /&gt;
&lt;br /&gt;
The downstairs from Lake Nur 3 lead to the [[Sher'Tul Fortress]].&lt;br /&gt;
&lt;br /&gt;
As of version 1.0.3, Lake Nur has an alternate layout, in which ''both'' the second and third levels are underwater.&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Halfling_Ruins&amp;diff=9570</id>
		<title>Halfling Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Halfling_Ruins&amp;diff=9570"/>
				<updated>2015-02-06T00:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Redirected page to Ruined halfling complex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[Ruined halfling complex]]&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=9569</id>
		<title>Alchemist Quest</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Alchemist_Quest&amp;diff=9569"/>
				<updated>2015-02-05T20:16:49Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Changed this page to redirect to &amp;quot;Brotherhood of Alchemists&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Brotherhood of Alchemists]]&lt;/div&gt;</summary>
		<author><name>Loewenheim</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=9568</id>
		<title>Brotherhood of Alchemists</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Brotherhood_of_Alchemists&amp;diff=9568"/>
				<updated>2015-02-05T20:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;Loewenheim: Duplicate of the &amp;quot;Alchemist quest&amp;quot; page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&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:&lt;br /&gt;
* Changes stats: +15 Con&lt;br /&gt;
* Changes resistances: +10% blight&lt;br /&gt;
* Damage Affinity (Heal): +15% Nature&lt;br /&gt;
* Stun/Freeze Immunity: +30%&lt;br /&gt;
* Life Regen: +2.00&lt;br /&gt;
* 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;
powered by arcane forces (no anti-magic)&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15&lt;br /&gt;
Use time: 1 turn&lt;br /&gt;
&lt;br /&gt;
The Taint of Telepathy is an inscription that improves the player's mindpower by 35 and lowers their mental save by 10 for 10 turns. In addition, the player is given a Track effect for 5 turns, allowing them to detect all creatures in a radius of 10.&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 have 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, Ruined Halfling Complex&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 Wyrm 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>Loewenheim</name></author>	</entry>

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