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		<updated>2026-04-20T06:48:11Z</updated>
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	<entry>
		<id>https://te4.org/w/index.php?title=Tinkers&amp;diff=22186</id>
		<title>Tinkers</title>
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				<updated>2023-11-28T01:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lukep: Thunderclap fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tinkers are a group of craftable Items that have been introduced in [[Embers of Rage]]. Crafting of these is possible via talents from {{c|Physics}}, notably {{t|Smith}}, {{t|Mechanical}} and {{t|Electricity}}, as well as from {{c|Chemistry}}, notably {{t|Therapeutics}}, {{t|Chemistry}} and {{t|Explosives}}. All of these are normally only accessible to the [[Tinker]] classes but are [[unlockables]] and can be accessed afterwards via the Tinker [[Escort]].&lt;br /&gt;
&lt;br /&gt;
For crafting one first needs to have a schematic for what one wishes to craft. These are gained at the first point of each talent, while a second can be gained upon leveling up. Other schemata need to be unlocked either by finding them on the map instead of [[Inscriptions]] or by purchasing them at a store. Each schematic requires an investment of a certain amount of points into certain tinker talents.&lt;br /&gt;
&lt;br /&gt;
==Ingredients==&lt;br /&gt;
&lt;br /&gt;
Materials for crafting are acquired by disassembling items with the [[APE]], and is done automatically whenever items are transmogrified.&lt;br /&gt;
&lt;br /&gt;
Ores are obtained from metallic weapons and armor pieces (1 per item), while herbs can be obtained from mindstars (1 per mindstar) and infusions (5 per infusion). Gems must be purchased, looted, or acquired with the {{t|Extract Gems}} talent.&lt;br /&gt;
&lt;br /&gt;
The ingredients are grouped as follows:&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Ingredient Tier !! Ore !! Herb !! Gem&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Iron || Vipersweed || Citrine&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Steel || Sessali || Aquamarine&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Dwarven Steel || Bilberry || Quartz&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Stralite || Burdock || Ruby&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Voratun || Goldleaf || Diamond&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The current inventory of all ingredients can be seen at a glance using the ''show ingredients'' command in the escape menu.&lt;br /&gt;
&lt;br /&gt;
==Schematics==&lt;br /&gt;
===Tinkers===&lt;br /&gt;
Tinkers are craftable augments for worn items. They are worn just like items, but take position in a slot directly next to them. Their stats are then applied to the Item in question.&lt;br /&gt;
&lt;br /&gt;
====Weapon Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Acid Groove || Weapon || 1 || 0 || 0 || 0 || 1 || 0 || 3 Ore Lumps || Inflicts acid damage that lowers armor (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Edge || Weapon || 4 || 0 || 0 || 0 || 0 || 0 || 4 Ore Lumps, 1 Gem || Crit Power +(3, 6, 9, 12, 15) SPECIAL: deals light damage on hit(scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Incendiary Groove || Weapon || 1 || 0 || 0 || 0 || 0 || 4 || 2 Ore Lumps, 2 Herbs || Inflicts fire damage and puts a burning tile under target (scales with steampower) (burning tile similar to Archmage's Inferno)&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Coil || Weapon || 0 || 0 || 3 || 0 || 0 || 0 || 3 Ore Lumps || SPECIAL: on weapon crit, fires a lightning beam 3 tiles forward (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Poison Groove || Weapon || 0 || 0 || 0 || 3 || 0 || 0 || 3 Ore Lumps || Inflicts stacking poison damage (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Razor Edge || Weapon || 2 || 0 || 0 || 0 || 0 || 0 || 2 Ore Lumps || Armor Penetration +(4, 8, 12, 16, 20), Physical Crit +(4, 8, 12, 16, 20)&amp;lt;br/&amp;gt;1.7.4: does not work on steamguns&lt;br /&gt;
|-&lt;br /&gt;
| Shocking Edge || Weapon || 1 || 0 || 2 || 0 || 0 || 0 || 3 Ore Lumps || SPECIAL: inflicts lightning damage and drains resources (scales with steampower) (resource drain is 10% of lightning damage)&lt;br /&gt;
|-&lt;br /&gt;
| Silver Filigree || Weapon || 3 || 0 || 0 || 0 || 0 || 0 ||  3 Ore Lumps || Increases damage against horrors, undead, and demons +(7%, 14%, 21%, 28%, 35%)&amp;lt;br/&amp;gt;1.7.4: does not work on steamguns&lt;br /&gt;
|-&lt;br /&gt;
| Thunderclap Coating ||  || 0 || 0 || 0 || 0 || 0 || 1 || 3 Ore Lumps || 20% chance to inflict (14, 36, 60, 80, 90) physical damage and deal knockback (knockback checks using your steampower against enemy's physical save)&lt;br /&gt;
|-&lt;br /&gt;
| Viral Injector || Weapon || 1 || 0 || 0 || 3 || 0 || 0 || 3 Ore Lumps || Inflicts a disease, dealing blight damage and lowering the highest stat (scales with steampower) (unlike Corrupter diseases, this can lower MAG, WIL, and CUN as well as STR, DEX, and CON)&lt;br /&gt;
|-&lt;br /&gt;
| Winterchill Edge || Weapon || 1 || 0 || 0 || 0 || 3 || 0 || 3 Ore Lumps || Inflicts cold damage and causes the target to lose 10% of a turn (scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Galvanic Retributor || Shield|| 0 || 0 || 4 || 0 || 0 || 0 || 4 Ore Lumps || Inflicts lightning damage on attackers +(5, 10, 15, 20, 25), SPECIAL: on block, releases a damaging lightning attack in radius (1, 2, 3, 4, 5) (damage scales with steampower)&lt;br /&gt;
|-&lt;br /&gt;
| Mana Coil || Staff || 1 || 0 || 2 || 0 || 0 || 0 || 5 Ore Lumps, 1 Sapphire || Mana Regen +(1, 2, 3, 4, 5), SPECIAL: on spell hit, 25% chance to cast Lightning at target (same as Archmage spell)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Hands Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fatal Attractor || Hands || 2 || 2 || 1 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Fatal Attractor (Deploys an ally that makes enemies attack it and reflects damage for 5 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Flash Powder || Hands || 0 || 0 || 0 || 0 || 1 || 0 || 2 Ore Lumps, 1 Herb || Talent: Flash Powder (Blinds in a cone.)&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon || Hands || 0 || 4 || 0 || 0 || 0 || 2 || 3 Ore Lumps || Talent: Hand Cannon (Shoots using your current ammo. At tier 5, you shoot a second time.)&lt;br /&gt;
|-&lt;br /&gt;
| Itching Powder || Hands || 0 || 0 || 0 || 0 || 2 || 0 || 1 Ore Lumps, 2 Herbs || Talent: Itching Powder (Causes a chance for talents to fail in a cone.)&lt;br /&gt;
|-&lt;br /&gt;
| Iron Grip || Hands || 0 || 1 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Disarm Immune +(60%, 70%, 80%, 90%, 100%), Talent: Iron Grip (Deals unarmed damage, inflicting pin and lowering armor and defense.)&lt;br /&gt;
|-&lt;br /&gt;
| Saw Projector || Hands || 1 || 1 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Project Saw (Fires a beam that inflicts physical damage and bleeding.)&lt;br /&gt;
|-&lt;br /&gt;
| Shocking Touch || Hands || 0 || 0 || 3 || 0 || 0 || 0 || 2 Ore Lumps || Talent: Shocking Touch (Inflicts lightning damage and arcs up to (0, 1, 2, 3, 4) additional enemies that are at most 2 spaces apart.)&lt;br /&gt;
|-&lt;br /&gt;
| Spring Grapple || Hands || 0 || 1 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Spring Grapple (Pulls the target towards you, dealing unarmed damage and pinning them.), SPECIAL: shows unarmed stats&lt;br /&gt;
|-&lt;br /&gt;
| Toxic Canister Launcher || Hands || 2 || 0 || 0 || 0 || 0 || 0 || 10 Ore Lumps, 8 Herbs || Talent: Toxic Cannister Launcher (Creates an ally that releases poison gas for 8 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Viral Needlegun || Hands || 3 || 0 || 0 || 0 || 0 || 0 || 8 Ore Lumps, 7 Ghoul Flesh || Talent: Viral Needlegun (fires a cone of physical damage, inflicting a random disease that lowers STR, DEX, or CON for 20 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Voltaic Sentinel || Hands || 0 || 1 || 4 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Voltaic Sentry (Deploys an ally that fires bolts of lightning at nearby enemies for 8 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Automation: One Handed || Hands || 2 || 0 || 2 || 0 || 0 || 0 || 3 Ore Lumps || Talent: Weapon Automation 1H (Deploys a weapon in your inventory as an ally, similar to Cursed Sentry.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Air Recycler || Head || 0 || 1 || 0 || 1 || 0 || 0 || 2 Ore Lumps, 2 Herbs || Air Regen +(1, 2, 3, 4, 5), Silence Immune +(10%, 20%, 30%, 40%, 50%)&lt;br /&gt;
|-&lt;br /&gt;
| Brain Cap || Head || 0 || 0 || 0 || 4 || 4 || 2 || 8 Ore Lumps, 1 Brain Jar || Mental Save +20, Mind resistance +35%, Talent: Arcane Disruption Wave (Silences everyone in a radius.)&lt;br /&gt;
|-&lt;br /&gt;
| Brain Flare || Head || 0 || 0 || 0 || 4 || 4 || 2 || 8 Ore Lumps, 1 Brain Jar || Mental Save +20, Mind resistance +35%, Talent: Mind Crush (Yeek's Dominate Will. In item form. With a 15 turn cooldown. Awesome.)&lt;br /&gt;
|-&lt;br /&gt;
| Focus Lens || Head || 1 || 0 || 0 || 0 || 0 || 0 || 2 Ore Lumps, 1 citrine, aquamarine, quartz, ruby, or diamond || Sight +(1, 1, 2, 2, 3), Infravision +(5, 6, 7, 8, 9), See Stealth +(5, 10, 15, 20, 25), See Invisible +(5, 10, 15, 20, 25), Blindfight(no, no, no, yes, yes)&lt;br /&gt;
|-&lt;br /&gt;
| Mental Stimulator || Head || 0 || 0 || 1 || 0 || 0 || 0 || 2 Ore Lumps || CUN +(2, 4, 6, 8, 10), Mental Save +(3, 6, 9, 12, 15)&lt;br /&gt;
|-&lt;br /&gt;
| Headlamp || Head || 0 || 0 || 0 || 0 || 0 || 1 || 1 Ore Lump, 1 Herb || Lite +(3, 4, 5, 6, 7), Accuracy +(1, 4, 9, 16, 25)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ablative Armor || Body || 1 || 0 || 0 || 0 || 0 || 2 || 2 Ore Lumps || Armor +(2, 4, 6, 8, 10), Chance to ignore criticals +(7%, 14%, 21%, 28%, 35%)&lt;br /&gt;
|-&lt;br /&gt;
| Armour Reinforcement || Body || 1 || 0 || 0 || 0 || 0 || 0 || 4 Ore Lumps || Armor +(1, 2, 3, 4, 5), Armor Hardiness +20, Fatigue +(5, 4, 3, 2, 1)&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Plating || Body || 3 || 0 || 0 || 0 || 0 || 0 || 2 Ore Lumps, 1 Gem || Increases all STATs +(2, 4, 6, 8, 10)&lt;br /&gt;
|-&lt;br /&gt;
| Rustproof Coating || Body || 1 || 0 || 0 || 0 || 2 || 0 || 1 Ore Lumps, 2 Herbs || Acid Resistance +(10%, 20%, 30%, 40%, 50%), Chance to avoid a detrimental acid subtype effect (10%, 20%, 30%, 40%, 50%)&lt;br /&gt;
|-&lt;br /&gt;
| Second Skin || Body || 0 || 0 || 0 || 2 || 0 || 0 || 3 Herbs || Life Regen +(2, 4, 6, 8, 10), Cut, poison, and Disease Immune +(30%, 40%, 50%, 60%, 70%)&lt;br /&gt;
|-&lt;br /&gt;
| Spike Attachment || Body || 1 || 0 || 0 || 0 || 0 || 0 || 3 Ore Lumps || Fatigue +1, armor +(4, 8, 12, 16, 20), Inflicts physical damage on attackers +(10, 20, 30, 40, 50)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cloak Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fireproof Coating || Cloak || 0 || 0 || 0 || 0 || 2 || 0 || 2 Herbs || Fire and Light resistance +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
| Grounding Strap || Cloak || 1 || 0 || 1 || 0 || 0 || 0 || 2 Ore Lumps || Stun Immune +(10%, 20%, 30%, 40%, 50%), Lightning Resistance +(6, 12, 18, 24, 30)&lt;br /&gt;
|-&lt;br /&gt;
| Waterproof Coating || Cloak || 0 || 0 || 0 || 0 || 1 || 0 || 2 Herbs || Cold and Nature resistance +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Feet Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Stabilizer || Feet || 0 || 2 || 0 || 0 || 0 || 0 || 4 Ore Lumps || Physical Save +(3, 6, 9, 12, 15), Knockback Immune +(5%, 10%, 15%, 20%, 25%), Pin Immune +(5%, 10%, 15%, 20%, 25%), Teleport Immune +100%&lt;br /&gt;
|-&lt;br /&gt;
| Moss Treads || Feet || 0 || 0 || 0 || 2 || 0 || 0 || 4 Herbs || Stealth +(2, 4, 6, 8, 10), Talent: Moss Tread (Places grasping moss where you walk, dealing nature damage, reducing movement speed, and chance to pin enemies on it.)&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Boots || Feet || 0 || 2 || 0 || 0 || 0 || 0 || 5 Ore Lumps || Talent: Rocket Boots (Increases movement speed by (100%, 150%, 200%, 250%, 300%) and leaves a trail of flames. Any action other than moving turns off this sustain. Drains 15 steam every turn.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Belt Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist's Helper || Belt || 0 || 0 || 0 || 1 || 3 || 0 || 4 Herbs || Acid, Fire, Nature, and Blight damage +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
| Back Support || Belt || 1 || 1 || 0 || 0 || 0 || 0 || 2 Ore Lumps || Fatigue -(4, 8, 12, 16, 20), Max Encumbrance +(10, 20, 30, 40, 50)&lt;br /&gt;
|-&lt;br /&gt;
| Deflection Field || Belt || 0 || 0 || 2 || 0 || 0 || 0 || 2 Ore Lumps || Defense +(2, 4, 6, 8, 10), Slows Projectiles +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Web || Belt || 0 || 0 || 0 || 3 || 0 || 0 || 5 Herbs || SPECIAL: heals (25, 50, 75, 100, 125) health when using a salve&lt;br /&gt;
|-&lt;br /&gt;
| Power Distributor || Belt || 0 || 0 || 2 || 1 || 0 || 0 || 2 Ore Lumps || Stamina, Mana, and Psi regen +(0.1, 0.2, 0.3, 0.4, 0.5)&lt;br /&gt;
|-&lt;br /&gt;
| Thunder Grenade || Belt || 0 || 0 || 0 || 0 || 0 || 3 || 2 Ore Lumps || Talent: Thunder Grenade (Deals physical damage and stuns at an area of radius 1)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lite Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| White Light Emitter || Lite || 0 || 0 || 2 || 0 || 1 || 0 || 3 Ore Lumps, 1 Herb || lite +(1, 2, 3, 4, 5), See Stealth +(2, 4, 6, 8, 10), Increases light damage +(4%, 8%, 12%, 16%, 20%)&lt;br /&gt;
|-&lt;br /&gt;
| Black Light Emitter || Lite || 0 || 0 || 1 || 0 || 2 || 0 || 2 Ore Lumps, 2 Herbs || lite -(1, 2, 3, 4, 5), Infravision +(2, 4, 6, 8, 10), Darkness damage +(5%, 10%, 15%, 20%, 25%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ammo Tinkers====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Antimagic Shell || Ammo || 0 || 0 || 0 || 1 || 0 || 2 || 1 Ore Lump, 2 Herb || Talent: Antimagic Shell (Inflicts arcane resource burn damage.)&lt;br /&gt;
|-&lt;br /&gt;
| Botanical Shell || Ammo || 0 || 0 || 0 || 0 || 0 || 3 || 1 Ore Lump, 3 Herb || Talent: Botanical Shell (Releases nourishing moss, which deals nature damage and heals you.)&lt;br /&gt;
|-&lt;br /&gt;
| Corrosive Shell || Ammo || 0 || 0 || 0 || 0 || 1 || 2 || 1 Ore Lump, 2 Herb || Talent: Corrosive (Inflicts acid damage that lowers accuracy, defense, and armor.)&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Shell || Ammo || 0 || 0 || 0 || 0 || 0 || 1 || 1 Ore Lump, 1 Herb || Talent: Explosive Shell (Inflicts physical damage in radius 1.)&lt;br /&gt;
|-&lt;br /&gt;
| Flare Shell || Ammo || 0 || 0 || 0 || 0 || 0 || 3 || 1 Ore Lump, 2 Herb || Talent: Flare Shell (Blinds enemies and lights up the area in a radius.)&lt;br /&gt;
|-&lt;br /&gt;
| Hook Shell || Ammo || 0 || 2 || 0 || 0 || 0 || 2 || 3 Ore Lump, 1 Herb || Talent: Hook Shell (If the target is an enemy, you pull it towards you. If the target is empty space, you are pulled towards there.)&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Shell || Ammo || 0 || 0 || 1 || 0 || 0 || 1 || 2 Ore Lumps, 1 Herb || Talent: Magnetic Shell (Lowers defense and increases fatigue.)&lt;br /&gt;
|-&lt;br /&gt;
| Saw Shell || Ammo || 0 || 1 || 0 || 0 || 0 || 1 || 2 Ore Lumps, 1 Herb || Talent: Saw Shell (Inflicts direct physical damage, plus bleed damage over 5 turns.)&lt;br /&gt;
|-&lt;br /&gt;
| Solid Shell || Ammo || 1 || 0 || 0 || 0 || 0 || 3 || 2 Ore Lumps, 1 Herb || Talent: Solid Shell (Knocks back the target.)&lt;br /&gt;
|-&lt;br /&gt;
| Toxic Shell || Ammo || 0 || 0 || 0 || 0 || 2 || 4 || 1 Ore Lumps, 3 Herb || Talent: Toxic Shell (Inflicts blight damage over several turns and reduces global speed.)&lt;br /&gt;
|-&lt;br /&gt;
| Voltaic Shell || Ammo || 0 || 0 || 2 || 0 || 0 || 2 || 3 Ore Lumps, 1 Herb || Talent: Voltaic Shell (Inflicts lightning damage to nearby enemies.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Salves===&lt;br /&gt;
Salves are used in conjunction with medical injectors. The medical injector goes on cooldown and modifies the strength of the salve. The healing salve requires one turn to use, while all other salves can be used instantly.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Healing Salve|| Salve  || 0 || 0 || 0 || 2 || 0 || 0 || 4 Herbs, 1 Troll Intestine || Heals you&lt;br /&gt;
|-&lt;br /&gt;
| Pain Suppressor || Salve || 0 || 0 || 0 || 1 || 0 || 0 || 3 Herbs, 1 Sandworm Tooth || Lets you fight at negative health and reduces damage by a percentage for (4, 4, 5, 5, 6) turns&lt;br /&gt;
|-&lt;br /&gt;
| Frost Salve || Salve || 0 || 0 || 0 || 2 || 0 || 0 || 3 Herbs, 1 Frost Ant Stinger || Removes (1, 1, 2, 2, 3) detrimental physical effects and gives cold, darkness, and nature affinity for (3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
| Fiery Salve || Salve || 0 || 0 || 0 || 3 || 0 || 0 || 3 Herbs, 1 Ritch Stinger || Removes (1, 1, 2, 2, 3) detrimental magical effects and gives fire, light, and lightning affinity for (3, 4, 5, 6, 7) turns&lt;br /&gt;
|-&lt;br /&gt;
| Water Salve || Salve || 0 || 0 || 0 || 3 || 0 || 0 || 3 Herbs, 1 Squid Ink || Removes (1, 1, 2, 2, 3) detrimental mental effects and gives blight, mind, and acid affinity for (3, 4, 5, 6, 7) turns&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable Force Salve || Salve || 0 || 0 || 0 || 5 || 0 || 0 || 3 Herbs, 1 Minotaur Nose, 1 Frost Salve, 1 Fiery Salve, 1 Water Salve || Increases saves and healing factor for (N/A, N/A, 5, 6, 7) turns&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Items===&lt;br /&gt;
This includes basic steamsaws and steamguns as well as certain artifacts that can only be obtained via crafting. Each of the crafting talents is primarily associated with one artifact. Each of these artifacts requires a certain amount of gems: 1 Fire Opal, 1 Pearl, 1 Diamond, and 1 Bloodstone. None of these artifacts are craftable outside of [[Embers of Rage]] since their schematics can only be found in specific locations in said campaign.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #EEEEEE; text-align:center&amp;quot;&lt;br /&gt;
! Tinker !! Type !! Smith !! Mech. !! Elec. !! Thera. !! Chem. !! Expl. !! Ingredients !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Items#Weapons|Steamsaw]] || Steamsaw || 2 || 1 || 0 || 0 || 0 || 0 || 7 lumps of ore, 1h mace/sword/axe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Items#Weapons|Steamgun]] || Steamgun || 1 || 0 || 0 || 0 || 0 || 1 || 7 lumps of ore, 1 sling || Range will be material level +5&lt;br /&gt;
|-&lt;br /&gt;
| [[Steam Powered Armour]] || msv. Armor || 4 || 5 || 5 || 0 || 0 || 0 || 50 lumps of ore, 2 Mechanical Cores, 1 Lightning Coil, Artifact Gems* || Powerful [[Item set| Steam Set]] Armor. Schema can only be found in [[G.E.M.]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steamgun: Payload]] || Steamgun || 3 || 2 || 0 || 0 || 0 || 5 || 40 lumps of ore, 1 Mechanical Core, 1 Incendiary Grove, Artifact Gems* || Schema can only be found in  [[Ruins of a lost city]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hands of Creation]] || Hands || 5 || 3 || 0 || 0 || 0 || 2 || 10 lumps of ore, 10 herbs, 1 Primal Core, 1 Shocking Touch, Artifact Gems* || Schema can only be found in [[Ureslak's Host]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steamsaw: Stormcutter]] || Steamsaw || 4 || 3 || 5 || 0 || 0 || 0 || 40 lumps of ore, 1 Mechanical Core, 1 Shocking Edge , Artifact Gems* || Schema can only be found in  [[Steam Quarry]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Life Support Suit]] || lt. Armor || 0 || 0 || 0 || 5 || 4 || 2 || 5 lumps of ore, 20 herbs, 1 Primal Core, 1 Unstoppable Force Salve, Artifact Gems* ||Schema can only be found in [[Primal Forest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue Gallery]] || Cloak || 0 || 0 || 0 || 2 || 5 || 4 || 5 lumps of ore, 20 herbs, 1 Primal Core, 1 Flash Powder, Artifact Gems*|| Schema can only be found in [[Cave of Hatred]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lukep</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Inscription&amp;diff=22164</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Inscription&amp;diff=22164"/>
				<updated>2023-10-24T00:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Lukep: /* Race and Class Restrictions */ inscription -&amp;gt; infusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Inscriptions]] [[Category:Items]]&lt;br /&gt;
&amp;lt;!-- Version of ToME when this page was written --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid gray; font-size: large;&amp;quot;&lt;br /&gt;
|ToME Version: || 1.7.2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Inscriptions''' are activated abilities available to all characters, which provide general purpose help for the character. They include healing, removal of bad status effects, shielding from damage, increased visibility in dark areas, increased movement speed, teleportation, and elemental damage attacks.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
ToME4's inscription system is one of the biggest gameplay changes from traditional roguelike games.  First introduced in beta 14, the inscriptions (infusions and runes) replace potions and scrolls.  The design goal behind inscriptions is to eliminate the time spent by the player &amp;quot;farming&amp;quot; potions and scrolls in weak zones, in order to make a run at a tougher zone. They are unlimited in use, but have cooldowns attached, so you must carefully time your use of them to survive.  Unlike many other RPGs you cannot rely on a large stack of potions to get you through a tough battle.  Mastery of the inscription system is a key step towards mastering ToME4.&lt;br /&gt;
&lt;br /&gt;
== Using Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
Inscriptions come in two flavors: '''runes''' and '''infusions'''.  Runes are magical glyphs drawn on the body like temporary tattoos.  Infusions are natural substances smeared/attached to the body, like nicotine patches.&lt;br /&gt;
&lt;br /&gt;
Inscriptions work like [[talent]]s: they have a cooldown period before they can be reactivated.  Stunning can put your inscriptions on cooldown just as it does to talents.  Some inscriptions have a duration as well as a strength to their effect, such as a rune that activates for 100 shielding over 6 turns.  Some attack inscriptions have ranges of effect.  Evaluating which infusion to equip can involve careful comparison of effect, cooldown, range and duration.&lt;br /&gt;
&lt;br /&gt;
The character starts with 3 inscription ''slots''.  Each slot may hold a single infusion or rune.  Infusions and runes are objects that may be found in dungeons or bought in stores.  Using one will add the inscription to your body, using up a free slot.  If you have no free slots, then you may choose to destroy one of your existing inscriptions in order to make room for the new inscription.&lt;br /&gt;
&lt;br /&gt;
Additional slots may be purchased for the cost of a [[talent]] category point, up to a maximum total of 5 slots.  Category points are gained at levels 10, 20 and 34, and [[Cornac]]s also start the game with an extra category point.&lt;br /&gt;
&lt;br /&gt;
You may not have more than 2 of the same ''type'' of infusion or rune.  E.g. you may have 1 healing infusion and 2 regeneration infusions, but you may not have 3 regeneration infusions.&lt;br /&gt;
&lt;br /&gt;
Activating an infusion gives you an effect called [[effect#Infusion_Saturation|Infusion Saturation]].  Using another infusion while this effect is still active causes its cooldown period to be longer.  Likewise, the [[effect#Runic_Saturation|Runic Saturation]] effect increases the cooldown periods of runes.  The goal of this is to reduce &amp;quot;healing/regen spam&amp;quot; as a technique for outliving all incoming damage.  Before you think ''But I want to survive forever!'' keep in mind that monsters use infusions too.  If fighting an enemy who frustratingly keeps using a regeneration infusion remember that its cooldown will keep getting worse and worse as it uses it more, eventually allowing you to do sufficient damage to kill it before it heals again.&lt;br /&gt;
&lt;br /&gt;
== Race and Class Restrictions == &lt;br /&gt;
&lt;br /&gt;
Each character starts with 3 infusions or runes on its body, depending on race and class.  [[shalore|Shaloren]], [[Ogre|ogres]], [[skeleton]]s and [[ghoul]]s start with runes (Shielding, Blink, and Shatter Afflictions), all others races start with infusions (Regeneration, Healing, Wild(Physical)) and mana-using characters also start with a Manasurge Rune replacing one of their inscriptions&lt;br /&gt;
&lt;br /&gt;
[[Skeleton]]s and [[Ghoul]]s may not use infusions at all. Their undead bodies cannot accept nature's balms.  This means they require very carefully timed use of shield runes to survive the early game. Shield runes are essential to prevent taking damage in the first place, so that healing is made unnecessary.&lt;br /&gt;
&lt;br /&gt;
Characters who take the vow of [[Antimagic]] may not use runes.&lt;br /&gt;
&lt;br /&gt;
Note that an [[alchemist]]'s golem also has 3 rune slots (they cannot have infusions) and more can be granted through talents.  You must switch control to your golem to attach a rune.&lt;br /&gt;
&lt;br /&gt;
== [[Ego]] Inscriptions ==&lt;br /&gt;
&lt;br /&gt;
Like any other item, inscriptions can have an [[ego]]. Inscriptions egos give them increased power, based on the value of a specific stat (according to the ego). For example, &amp;quot;... of the sneak&amp;quot; increases the power based on your [[cunning]]. Sometimes they can scale much higher than regular inscriptions, making an ego relevant to your class especially desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infusions ==&lt;br /&gt;
Infusions are natural inscriptions. They only work on living things, so the undead and constructs such as golems cannot use infusions.&lt;br /&gt;
&lt;br /&gt;
=== Common Infusions ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;healing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Healing&lt;br /&gt;
|image=Infusion_healing.png&lt;br /&gt;
|cooldown=10-15&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to heal yourself for x life.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;regeneration&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|image=Infusion_regeneration.png&lt;br /&gt;
|cooldown=12-17&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to heal yourself for x life over 5 turns.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;wild&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Wild&lt;br /&gt;
|image=Infusion_wild.png&lt;br /&gt;
|cooldown=10-16&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to cure yourself of one/two random [[effect#effect types|effects]] (physical, mental, magical) and reduce all damage taken by x for 2-4 turns.&lt;br /&gt;
Also removes [[Effect#Cross-tier Effects|cross-tier effects]] of the affected types for free.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Infusions ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;movement&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Movement&lt;br /&gt;
|image=Infusion_movement.png&lt;br /&gt;
|cooldown=8-18&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=20&lt;br /&gt;
|desc=Activate the infusion to increase movement speed by x for y game turns.&lt;br /&gt;
&lt;br /&gt;
Any actions other than movement will cancel the effect.&lt;br /&gt;
&lt;br /&gt;
Also [[effect#free action|prevent stuns, dazes and pinning effects]] for z turns.&lt;br /&gt;
&lt;br /&gt;
Note: since you will be moving very fast, game turns will pass very slowly.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;heroism&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heroism&lt;br /&gt;
|image=Infusion_heroism.png&lt;br /&gt;
|cooldown=25-35&lt;br /&gt;
|level=20-50&lt;br /&gt;
|rarity=30&lt;br /&gt;
|desc=Activate the infusion to endure even the most grievous of wounds for X turns.&lt;br /&gt;
&lt;br /&gt;
While Heroism is active, you will only die when reaching -Y life.&lt;br /&gt;
&lt;br /&gt;
The duration and life will increase by 1% for every 1% life you have lost&lt;br /&gt;
&lt;br /&gt;
If your life is below 0 when this effect wears off it will be set to 1.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infusions ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;wild growth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Wild Growth&lt;br /&gt;
|image=Infusion_wild_growth.png&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|level=unique&lt;br /&gt;
|rarity=unique&lt;br /&gt;
|desc=Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing (MindPower*3.6 + 10)/3 physical damage and (MindPower*3.6 + 10)*(2/3) nature damage.&lt;br /&gt;
		The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wild Growth infusion is obtained from the [[Alchemist Quest#Infusion of Wild Growth|alchemist quest]].&lt;br /&gt;
&amp;lt;span id=&amp;quot;primal&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; &lt;br /&gt;
{{inscription&lt;br /&gt;
|name=[[Primal Infusion|Primal]]&lt;br /&gt;
|image=Infusion_wild.png&lt;br /&gt;
|cooldown=18&lt;br /&gt;
|level=?&lt;br /&gt;
|rarity=?&lt;br /&gt;
|desc=&lt;br /&gt;
Activate the infusion to gain +10% all damage affinity and reduce the duration of a random debuff by 2 each turn for 4 turns.&lt;br /&gt;
&lt;br /&gt;
Each point of willpower improves the damage affinity and debuff reduction effect power by 1% multiplicatively&lt;br /&gt;
&lt;br /&gt;
(e.g. at 100 willpower, total effect is +20% affinity and 4 duration reduced each turn)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
Runes are magical inscriptions. You may not use runes if you are [[Antimagic]]. Unlike infusions, runes can be used by the undead and constructs such as golems.&lt;br /&gt;
&lt;br /&gt;
=== Common Runes ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;shielding&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Shielding&lt;br /&gt;
|image=Rune_shielding.png&lt;br /&gt;
|cooldown=14-18&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to create a protective shield absorbing at most x damage for y turns.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;phase_door&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;blink&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Blink&lt;br /&gt;
|image=Rune_phase_door.png&lt;br /&gt;
|cooldown=10-20&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport up to X 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 Y%, your defense is increased by Y and all your resistances by Y%.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;shatter&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Shatter Afflictions&lt;br /&gt;
|image=Warp_mine_away.png&lt;br /&gt;
|cooldown=12-22&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=&lt;br /&gt;
Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.&lt;br /&gt;
&lt;br /&gt;
You use the dissipated energy to create a shield lasting 3 turns and blocking X damage per debuff cleansed (not counting cross-tier ones).&lt;br /&gt;
&lt;br /&gt;
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Runes ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisibility&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;ethereal&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Ethereal&lt;br /&gt;
|image=Rune_invisibility.png&lt;br /&gt;
|cooldown=16-22&lt;br /&gt;
|level=20-50&lt;br /&gt;
|rarity=25&lt;br /&gt;
|desc= Activate the rune to become ethereal for 5 turns.&lt;br /&gt;
&lt;br /&gt;
While ethereal all damage you deal is reduced by 50%, you gain X% all resistance, you move Y% faster, and you are invisible (power Z).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;biting_gale&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Biting Gale&lt;br /&gt;
|image=Rune_frozen_spear.png&lt;br /&gt;
|cooldown=15-23&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=35&lt;br /&gt;
|desc=Activate the rune to direct a cone of chilling stormwind doing x cold damage. &lt;br /&gt;
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of y.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;acid_wave&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Acid Wave&lt;br /&gt;
|image=Rune_acid_wave.png&lt;br /&gt;
|cooldown=15-23&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=35&lt;br /&gt;
|desc=Activate the rune to unleash a cone dealing X acid damage.&lt;br /&gt;
The corrosive acid will also disarm enemies struck for Y turns. This effect can be resisted but not saved against.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;lightning&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Stormshield&lt;br /&gt;
|image=Rune_lightning.png&lt;br /&gt;
|cooldown=12-17&lt;br /&gt;
|level=30-50&lt;br /&gt;
|rarity=35&lt;br /&gt;
|desc=Activate the rune to summon a protective storm around you for X turns.&lt;br /&gt;
&lt;br /&gt;
While active the storm will completely block all damage over Y up to Z times.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;teleport&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|image=Rune_teleportation.png&lt;br /&gt;
|cooldown=10-20&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=50&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of x with a minimum range of y.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;manasurge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Manasurge&lt;br /&gt;
|image=Rune_manasurge.png&lt;br /&gt;
|cooldown=12-18&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=50&lt;br /&gt;
|desc=Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by x over 10 turns and instantly restoring z mana.&lt;br /&gt;
&lt;br /&gt;
Also when resting your mana will regenerate at 0.5 per turn.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Runes ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;rune_of_the_rift&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription|name=Rune of the Rift|image=Rune_of_the_rift.png|cooldown=14|level=|rarity=unique|desc=Inflicts (150 + [[Willpower]]*4) temporal damage.  If your target survives, it will be sent 4 turns into the future.&lt;br /&gt;
		It will also lower your paradox by 60 (if you have any).&lt;br /&gt;
		Note that messing with the spacetime continuum may have unforeseen consequences.}}&lt;br /&gt;
&amp;lt;span id=&amp;quot;reflection_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{inscription|name=Reflection Shield|image=Rune_reflection_shield.png|cooldown=15|level=|rarity=unique|desc=Activate the rune to create a protective shield absorbing and reflecting at most x damage for y turns.&lt;br /&gt;
The effect will scale with your magic stat.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Taints ==&lt;br /&gt;
Taints are corrupted versions of runes, magical inscriptions tainted by darkness.&lt;br /&gt;
&lt;br /&gt;
There is only one taint obtainable by the player, from the [[Alchemist Quest#Taint of Telepathy|Brotherhood of Alchemists]] quest. Note that this is powered by {{Arc}} and so ''can not'' be used by player who use [[Antimagic]]!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Purging&lt;br /&gt;
|image=Taint_telepathy.png&lt;br /&gt;
|cooldown=15&lt;br /&gt;
|range=10&lt;br /&gt;
|rarity=Special&lt;br /&gt;
|level=Special&lt;br /&gt;
|desc=Activate the taint to purge your body of physical afflictions for X turns.&lt;br /&gt;
Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following Taint is found only on the Withering Beast and unable to be acquired by the player.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Devourer&lt;br /&gt;
|image=Taint_devourer.png&lt;br /&gt;
|cooldown=?&lt;br /&gt;
|range=&amp;gt;&lt;br /&gt;
|rarity=Special&lt;br /&gt;
|level=Special&lt;br /&gt;
|desc=Activate the taint on a foe, removing x effects from it and healing you for y for each effect.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tinker's Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Steam Generator&lt;br /&gt;
|image=implant__steam_generator.png&lt;br /&gt;
|cooldown=20-32&lt;br /&gt;
|rarity=14&lt;br /&gt;
|level=1-50&lt;br /&gt;
|desc=Provides a certain amount of steam power regeneration each turn. Activating this can instantly regenerate a certain amount of steam power.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Medical Injector&lt;br /&gt;
|image=implant__medical_injector.png&lt;br /&gt;
|cooldown=50%-100%&lt;br /&gt;
|efficiency=80-120&lt;br /&gt;
|rarity=14&lt;br /&gt;
|level=1-50&lt;br /&gt;
|desc=The injector is not used by itself but is rather used by [[Tinkers|Salves]], utilising the injectors cooldown mod and power mod to modify the effect of the used [[Tinkers|Salves]] After usage the Injector goes on cooldown dependant the salve used and it's own cooldown mod used.}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lukep</name></author>	</entry>

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