<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maurog</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=Maurog"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Maurog"/>
		<updated>2026-04-27T10:17:26Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Whitehoof&amp;diff=14478</id>
		<title>Whitehoof</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Whitehoof&amp;diff=14478"/>
				<updated>2017-10-18T12:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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: || 1.4.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Please update if you update the page! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{race&lt;br /&gt;
|name=Whitehoof&lt;br /&gt;
|metarace=[[Undead]]&lt;br /&gt;
|locked=Yes&lt;br /&gt;
|life_per_level=14&lt;br /&gt;
|exp_penalty=+30%&lt;br /&gt;
|strength=+3&lt;br /&gt;
|dexterity=-1&lt;br /&gt;
|magic=+2&lt;br /&gt;
|constitution=+2&lt;br /&gt;
|willpower=-3&lt;br /&gt;
|cunning=+1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
''Note: Race is called Whitehoof (singular) and Whitehooves (plural)''&lt;br /&gt;
&lt;br /&gt;
Requires [[Embers of Rage]].&lt;br /&gt;
&lt;br /&gt;
A clan of minotaurs turned to necromancy when faced with imminent destruction.&lt;br /&gt;
Whitehooves are resilient and magic imbued undead, hardened by their trials and made stronger by their undeath.&lt;br /&gt;
They now seek to help their orc allies, in hope they will help them back.&lt;br /&gt;
&lt;br /&gt;
They have access to special talents and a wide range of undead abilities:&lt;br /&gt;
&lt;br /&gt;
- silence resistance (50%)&lt;br /&gt;
&lt;br /&gt;
- bleeding immunity (100%)&lt;br /&gt;
&lt;br /&gt;
- poison immunity (100%)&lt;br /&gt;
&lt;br /&gt;
- fear immunity (100%)&lt;br /&gt;
&lt;br /&gt;
- no need to breathe&lt;br /&gt;
&lt;br /&gt;
- special race talents: dead hide, lifeless rush, essence drain&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Brass Lantern&lt;br /&gt;
*Rune: Shielding&lt;br /&gt;
*Rune: Heat Beam&lt;br /&gt;
*Rune: Phase Door (in inventory)&lt;br /&gt;
&lt;br /&gt;
==Starting Location==&lt;br /&gt;
* [[Vaporous Emporium]]&lt;br /&gt;
&lt;br /&gt;
== Racial Talents ==&lt;br /&gt;
&lt;br /&gt;
{{:Whitehooves_(category)}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
* Whitehooves have an enormous advantage over their western undead brethren: access to medical injectors, and thus to potent healing and curing options that ghouls and skeletons lack.&lt;br /&gt;
* Whitehoof characters should spend either very few, or a large number of generic points on racial skills.&lt;br /&gt;
* Characters planning to invest heavily in crafting skills or in powerful class-based generics can run something like 2/0/0/0, gaining a lot of status resistance and enough speed for basic kiting at almost no cost.&lt;br /&gt;
* Characters with fewer generic options, and players familiar enough with the crafting system to spend their points carefully, may wish to go 5/3+/4+/0-1, gaining up to 30 flat damage reduction and +25% damage.&lt;br /&gt;
* Characters with other speed bonuses can more easily keep their racial stacked&lt;br /&gt;
* Characters who use weapon attacks may wish to limit their investment in Combat Accuracy and find other ways to make sure attacks hit. &lt;br /&gt;
&lt;br /&gt;
{{races}}&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Abyssal_shroud_(talent)&amp;diff=12975</id>
		<title>Abyssal shroud (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Abyssal_shroud_(talent)&amp;diff=12975"/>
				<updated>2017-01-31T22:59:58Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: Redirected page to Abyssal Shroud (talent)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Abyssal_Shroud_(talent)]]&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Abyssal_shroud_(talent)&amp;diff=12974</id>
		<title>Abyssal shroud (talent)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Abyssal_shroud_(talent)&amp;diff=12974"/>
				<updated>2017-01-31T22:58:11Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: Created page with &amp;quot;#REDIRECT Abyssal_Shroud_(talent)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Abyssal_Shroud_(talent)&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Temporal_(category)&amp;diff=12951</id>
		<title>Temporal (category)</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Temporal_(category)&amp;diff=12951"/>
				<updated>2017-01-16T13:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: reorder in accordance to tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Congeal time (talent)}}{{:Time shield (talent)}}{{:Essence of speed (talent)}}{{:Time prison (talent)}}&amp;lt;noinclude&amp;gt;[[Category:Category]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Achievement&amp;diff=9755</id>
		<title>Achievement</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Achievement&amp;diff=9755"/>
				<updated>2015-07-27T12:52:13Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
Achievements are granted when you do something that the almighty [[DarkGod]] felt he wanted to make an achievement. :)&lt;br /&gt;
&lt;br /&gt;
These can be small things such as completing quests, or dealing huge amounts of damage in a single blow.  Many achievements are tied to [[unlocks]] too, such as unlocking the [[Reaver]] class.&lt;br /&gt;
&lt;br /&gt;
On [[Difficulty|easier mode]] no achievements are granted. Each achievement can be achieved 9 times depending on the [[difficulty]] and [[permadeath]] settings:&lt;br /&gt;
* Exploration: Normal or higher difficulty with permadeath mode: Exploration (Easy difficulty is the only setting you will not get any achievements)&lt;br /&gt;
* Regular: Normal difficulty with permadeath mode: Adventure&lt;br /&gt;
* Roguelike: Normal difficulty with permadeath mode: Roguelike&lt;br /&gt;
* Nightmare (Adventure): Nightmare difficulty with permadeath mode: Adventure&lt;br /&gt;
* Nightmare (Roguelike): Nightmare difficulty with permadeath mode: Roguelike&lt;br /&gt;
* Insane (Adventure): Insane difficulty with permadeath mode: Adventure&lt;br /&gt;
* Insane (Roguelike): Insane difficulty with permadeath mode: Roguelike&lt;br /&gt;
* Madness(Adventure): Madness difficulty with permadeath mode: Adventure&lt;br /&gt;
* Madness(Roguelike): Madness difficulty with permadeath mode: Roguelike&lt;br /&gt;
&lt;br /&gt;
Due to this the game has a staggering 1306 achievements on [http://steamcommunity.com/stats/259680/achievements steam], possibly the highest of any game on steam.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px&amp;quot; cellpadding=&amp;quot;2px&amp;quot; cellspacing=&amp;quot;0px&amp;quot; style=&amp;quot;margin:1em&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
! Achievement !! Description&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Arena [[Campaign]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| The Arena || [[The agent of the arena|Unlocked Arena mode]].&lt;br /&gt;
|-&lt;br /&gt;
| Arena Battler 20 || Got to wave 20 in the arena.&lt;br /&gt;
|-&lt;br /&gt;
| Arena Battler 50 || Got to wave 50 in the arena.&lt;br /&gt;
|-&lt;br /&gt;
| Almost Master of Arena || Became the new master of the arena in 30-wave mode.&lt;br /&gt;
|-&lt;br /&gt;
| Master of Arena || Became the new master of the arena in 60-wave mode.&lt;br /&gt;
|-&lt;br /&gt;
| XXX the Destroyer || Earned the rank of Destroyer in the arena.&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || Earned the rank of Grand Master in the arena.&lt;br /&gt;
|-&lt;br /&gt;
| Ten at one blow || Killed 10 or more enemies in one single attack in the arena.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Events'''''&lt;br /&gt;
|-&lt;br /&gt;
| The sky is falling! || Saw a huge meteor falling from the sky.&lt;br /&gt;
|-&lt;br /&gt;
| Demonic Invasion || Stopped a demonic invasion by closing their portal.&lt;br /&gt;
|-&lt;br /&gt;
| Invasion from the Depths || Stopped a naga invasion by closing their portal.&lt;br /&gt;
|-&lt;br /&gt;
| The Restless Dead || Disturbed an old battlefield and survived the consequences.&lt;br /&gt;
|-&lt;br /&gt;
| The Rat Lich || Killed the terrible Rat Lich.&lt;br /&gt;
|-&lt;br /&gt;
| Shasshhiy'Kaish || Killed [[Shasshhiy'Kaish]] after letting her grow as powerful as possible.&lt;br /&gt;
|-&lt;br /&gt;
| Bringer of Doom || Killed a Bringer of Doom.&lt;br /&gt;
|-&lt;br /&gt;
| A living one! || Was teleported into Caldizar's Fortress, far into the void between the stars.&lt;br /&gt;
|-&lt;br /&gt;
| Slimefest || Have 100 walls on the sludgenest turn into hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| Slime killer party || Have 200 walls on the sludgenest turn into hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| Mad slime dash || Have 300 walls on the sludgenest turn into hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind the slimy smell || Have 400 walls on the sludgenest turn into hostile creatures.&lt;br /&gt;
|-&lt;br /&gt;
| In the company of slimes || Have 500 walls on the sludgenest turn into hostile creatures.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''[[Campaign|Infinite Dungeon]]'''''&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x10 || Got to level 10 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x20 || Got to level 20 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x30 || Got to level 30 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x40 || Got to level 40 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x50 || Got to level 50 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x60 || Got to level 60 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x70 || Got to level 70 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x80 || Got to level 80 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x90 || Got to level 90 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x100 || Got to level 100 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x150 || Got to level 150 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x200 || Got to level 200 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x300 || Got to level 300 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x400 || Got to level 400 of the infinite dungeon.&lt;br /&gt;
|-&lt;br /&gt;
| Infinite x500 || Got to level 500 of the infinite dungeon.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Items'''''&lt;br /&gt;
|-&lt;br /&gt;
| Deus Ex Machina (''removed'') || Found the ever-refilling potion and the [[Blood of Life|blood of life]].&lt;br /&gt;
|-&lt;br /&gt;
| Treasure Hunter || Amassed 1000 [[gold]] pieces.&lt;br /&gt;
|-&lt;br /&gt;
| Treasure Hoarder || Amassed 3000 gold pieces.&lt;br /&gt;
|-&lt;br /&gt;
| Dragon's Greed || Amassed 8000 gold pieces.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Kills'''''&lt;br /&gt;
|-&lt;br /&gt;
| That was close || Killed your target while having only 1 [[Life]] left.&lt;br /&gt;
|-&lt;br /&gt;
| Size matters || Did over 600 damage in one attack.&lt;br /&gt;
|-&lt;br /&gt;
| Size is everything || Did over 1500 damage in one attack.&lt;br /&gt;
|-&lt;br /&gt;
| The bigger the better! || Did over 3000 damage in one attack.&lt;br /&gt;
|-&lt;br /&gt;
| Overpowered! || Did over 6000 damage in one attack.&lt;br /&gt;
|-&lt;br /&gt;
| Exterminator || Killed 1000 creatures.&lt;br /&gt;
|-&lt;br /&gt;
| Pest Control || Killed 1000 reproducing vermin.&lt;br /&gt;
|-&lt;br /&gt;
| Reaver || Killed 1000 humanoids. ''(This is tracked across all games on a single computer.)''&lt;br /&gt;
|-&lt;br /&gt;
| Backstabbing Traitor || Killed 6 [[escorts|escorted adventurers]] while you were supposed to save them.&lt;br /&gt;
|-&lt;br /&gt;
| Bad Driver || Failed to save any escorted adventurers.&lt;br /&gt;
|-&lt;br /&gt;
| Guiding Hand || Saved all escorted adventurers.&lt;br /&gt;
|-&lt;br /&gt;
| Earth Master || Killed [[Harkor'Zun]] and unlocked [[Stone (category)|Stone magic]].&lt;br /&gt;
|-&lt;br /&gt;
| Kill Bill! || Killed [[Bill]] in the [[Trollmire]] with a level one character.&lt;br /&gt;
|-&lt;br /&gt;
| Atamathoned! || Killed the giant golem [[Atamathon]] after foolishly reactivating it.&lt;br /&gt;
|-&lt;br /&gt;
| Huge Appetite || [[Swallow|Ate]] 20 bosses.&lt;br /&gt;
|-&lt;br /&gt;
| Headbanger || Headbanged 20 bosses to death.&lt;br /&gt;
|-&lt;br /&gt;
| Are you out of your mind?! || Caught the attention of overpowered greater multi-hued wyrms in [[Vor Armoury]]. Perhaps fleeing is in order.&lt;br /&gt;
|-&lt;br /&gt;
| I cleared the room of death and all I got was this lousy achievement! || Killed the seven overpowered wyrms in the &amp;quot;Room of Death&amp;quot; in Vor Armoury.&lt;br /&gt;
|-&lt;br /&gt;
| I'm a cool hero || Saved [[Derth]] without a single inhabitant dying.&lt;br /&gt;
|-&lt;br /&gt;
| Kickin' it old-school || Killed [[Urkis]], the Tempest, causing him to drop the [[Rod of Recall]].&lt;br /&gt;
|-&lt;br /&gt;
| Leave the big boys alone || Killed [[The Master]], causing him to drop the Rod of Recall.&lt;br /&gt;
|-&lt;br /&gt;
| You know who's to blame || Killed the [[Grand Corruptor]], causing him to drop the Rod of Recall.&lt;br /&gt;
|-&lt;br /&gt;
| You know who's to blame (reprise) || Killed Myssil, causing her to drop the Rod of Recall.&lt;br /&gt;
|-&lt;br /&gt;
| Now, this is impressive! || Killed [[Linaniil]], the Supreme Archmage of [[Angolwen]].&lt;br /&gt;
|-&lt;br /&gt;
| Fear of Fours || Killed all four bosses of the Slime Tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| Well trained || Deal one million damage to training dummies in a single training session.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Lore'''''&lt;br /&gt;
|-&lt;br /&gt;
| Tales of the Spellblaze || Learned the eight chapters of the Spellblaze Chronicles.&lt;br /&gt;
|-&lt;br /&gt;
| The Legend of Garkul || Learned the five chapters of the Legend of [[Garkul]].&lt;br /&gt;
|-&lt;br /&gt;
| A different point of view || Learned the five chapters of Orc history through loremaster Hadak's tales.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Player'''''&lt;br /&gt;
|-&lt;br /&gt;
| Level 10 || Got a character to level 10.&lt;br /&gt;
|-&lt;br /&gt;
| Level 20 || Got a character to level 20.&lt;br /&gt;
|-&lt;br /&gt;
| Level 30 || Got a character to level 30.&lt;br /&gt;
|-&lt;br /&gt;
| Level 40 || Got a character to level 40.&lt;br /&gt;
|-&lt;br /&gt;
| Level 50 || Got a character to level 50.&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable || Returned from the dead.&lt;br /&gt;
|-&lt;br /&gt;
| Utterly Destroyed || Died on the [[Eidolon Plane]].&lt;br /&gt;
|-&lt;br /&gt;
| Fool of a Took! || Killed oneself as a [[halfling]].&lt;br /&gt;
|-&lt;br /&gt;
| Emancipation || Had the golem kill a boss while its master was already dead.&lt;br /&gt;
|-&lt;br /&gt;
| Take you with me || Killed a boss while already dead.&lt;br /&gt;
|-&lt;br /&gt;
| Look at me, I'm playing a roguelike! || Linked yourself in the ingame chat.&lt;br /&gt;
|-&lt;br /&gt;
| Fear me not! || Survived the Fearscape!&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Quests'''''&lt;br /&gt;
|-&lt;br /&gt;
| Baby steps || Completed ToME4 tutorial mode.&lt;br /&gt;
|-&lt;br /&gt;
| Vampire crusher || Destroyed [[The Master]] in its lair of the [[Dreadfell]].&lt;br /&gt;
|-&lt;br /&gt;
| A dangerous secret || Found the mysterious staff and told [[Last Hope]] about it.&lt;br /&gt;
|-&lt;br /&gt;
| The secret city || Discovered the truth about mages.&lt;br /&gt;
|-&lt;br /&gt;
| Burnt to the ground || Gave the [[Staff of Absorption]] to the apprentice mage and watched the fireworks.&lt;br /&gt;
|-&lt;br /&gt;
| Against all odds || Killed [[Ukruk]] in the ambush.&lt;br /&gt;
|-&lt;br /&gt;
| Sliders || Activated a portal using the Orb of Many Ways.&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer's bane || Killed [[Golbug the Destroyer]].&lt;br /&gt;
|-&lt;br /&gt;
| Brave new world || Went to the [[Far East]] and took part in the war.&lt;br /&gt;
|-&lt;br /&gt;
| Race through fire || Raced through the fires of the [[Charred Scar]] to stop the Sorcerers.&lt;br /&gt;
|-&lt;br /&gt;
| Orcrist || Killed the leaders of the Orc Pride.&lt;br /&gt;
|-&lt;br /&gt;
| Evil denied || Won ToME by preventing the Void portal from opening.&lt;br /&gt;
|-&lt;br /&gt;
| The High Lady's destiny || Won ToME by closing the Void portal using Aeryn as a sacrifice.&lt;br /&gt;
|-&lt;br /&gt;
| Selfless || Won ToME by closing the Void portal using yourself as a sacrifice.&lt;br /&gt;
|-&lt;br /&gt;
| Triumph of the Way || Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.&lt;br /&gt;
|-&lt;br /&gt;
| Tactical master || Fought the two Sorcerers without closing any invocation portals.&lt;br /&gt;
|-&lt;br /&gt;
| Portal destroyer || Fought the two Sorcerers and closed one invocation portal.&lt;br /&gt;
|-&lt;br /&gt;
| Portal reaver || Fought the two Sorcerers and closed two invocation portals.&lt;br /&gt;
|-&lt;br /&gt;
| Portal ender || Fought the two Sorcerers and closed three invocation portals.&lt;br /&gt;
|-&lt;br /&gt;
| Portal master || Fought the two Sorcerers and closed four invocation portals.&lt;br /&gt;
|-&lt;br /&gt;
| Never Look Back And There Again || Win the game without ever setting foot on Maj'Eyal.&lt;br /&gt;
|-&lt;br /&gt;
| Rescuer of the lost || Rescued the merchant from the assassin lord.&lt;br /&gt;
|-&lt;br /&gt;
| Poisonous || Sided with the assassin lord.&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer of the creation || Killed [[Slasul]].&lt;br /&gt;
|-&lt;br /&gt;
| Treacherous Bastard || Killed Slasul even though you sided with him to learn the [[prodigies|Legacy of the Naloren prodigy]].&lt;br /&gt;
|-&lt;br /&gt;
| Flooder || Defeated [[Ukllmswwik]] while doing his own quest.&lt;br /&gt;
|-&lt;br /&gt;
| Gem of the Moon || Completed the Master Jeweler quest with Limmir.&lt;br /&gt;
|-&lt;br /&gt;
| Curse Lifter || Killed [[Ben Cruthdar, the Cursed]].&lt;br /&gt;
|-&lt;br /&gt;
| Fast Curse Dispel || Killed Ben Cruthdar the Cursed while saving all the lumberjacks.&lt;br /&gt;
|-&lt;br /&gt;
| Eye of the storm || Freed [[Derth]] from the onslaught of the mad Tempest, [[Urkis]].&lt;br /&gt;
|-&lt;br /&gt;
| Antimagic! || Completed [[antimagic]] training in the Ziguranth camp.&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Antimagic! || Destroyed the Ziguranth camp with your Rhaloren allies.&lt;br /&gt;
|-&lt;br /&gt;
| There and back again || Opened a portal to [[Maj'Eyal]] from the [[Far East]].&lt;br /&gt;
|-&lt;br /&gt;
| Back and there again || Opened a portal to the Far East from Maj'Eyal.&lt;br /&gt;
|-&lt;br /&gt;
| Arachnophobia || Destroyed [[Ungolë|the spydric menace]].&lt;br /&gt;
|-&lt;br /&gt;
| Clone War || Destroyed your own [[Shadow Crypt|Shade]].&lt;br /&gt;
|-&lt;br /&gt;
| Home sweet home || Dispatched the [[Weirdling Beast]] and took possession of [[Sher'Tul Fortress|Yiilkgur, the Sher'Tul Fortress]] for your own usage.&lt;br /&gt;
|-&lt;br /&gt;
| Squadmate || [[Escape from Reknor|Escaped from Reknor]] alive with your squadmate Norgan.&lt;br /&gt;
|-&lt;br /&gt;
| Genocide (''removed'') || Killed the [[Orc Greatmother]] in the [[Orc Breeding Pits|breeding pits]], thus dealing a terrible blow to the orc race.&lt;br /&gt;
|-&lt;br /&gt;
| Savior of the damsels in distress || Saved [[Melinda]] from her terrible fate in the [[Dark Crypt|Crypt of Kryl-Feijan]].&lt;br /&gt;
|-&lt;br /&gt;
| Impossible Death || Got killed by your future self (as a [[Chronomancer]]).&lt;br /&gt;
|-&lt;br /&gt;
| Self-killer || Killed your future self.&lt;br /&gt;
|-&lt;br /&gt;
| Paradoxology || Both killed your future self and got killed by your future self.&lt;br /&gt;
|-&lt;br /&gt;
| Explorer || Used the [[Sher'Tul Fortress]] exploratory farportal at least 7 times with the same character.&lt;br /&gt;
|-&lt;br /&gt;
| Orbituary || Stabilized the [[Abashed Expanse]] to maintain it in orbit.&lt;br /&gt;
|-&lt;br /&gt;
| Wibbly Wobbly Timey Wimey Stuff || Killed the weaver queen and the temporal defiler.&lt;br /&gt;
|-&lt;br /&gt;
| Matrix style! || Finished the whole [[Abashed Expanse]] zone without being hit by a single void blast or manaworm. Dodging's fun!&lt;br /&gt;
|-&lt;br /&gt;
| The Right thing to do || Did the righteous thing in the ring of blood and disposed of the [[Blood Master]].&lt;br /&gt;
|-&lt;br /&gt;
| Thralless || Freed at least 30 enthralled slaves in the [[Hidden Compound|slavers compound]].&lt;br /&gt;
|-&lt;br /&gt;
| Lost in translation || Destroyed the naga portal in the [[Slazish Fens]] and got caught in the after-effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dreaming my dreams || Experienced and completed all the dreams in the [[Dogroth Caldera]].&lt;br /&gt;
|-&lt;br /&gt;
| Oozemancer || Destroyed the corrupted oozemancer.&lt;br /&gt;
|-&lt;br /&gt;
| Lucky Girl || Saved [[Melinda]] again and invited her to the Fortress to cure her.&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Talents'''''&lt;br /&gt;
|-&lt;br /&gt;
| Pyromancer || Unlocked [[Archmage]] class and did over one million fire damage (with any item/talent/class).&lt;br /&gt;
|-&lt;br /&gt;
| Cryomancer || Unlocked Archmage class and did over one million cold damage (with any item/talent/class).&lt;br /&gt;
|-&lt;br /&gt;
| Lichform || Achieved your wild dreams of power and eternal life: you turned into a [[Lich]]!&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Special'''''&lt;br /&gt;
|-&lt;br /&gt;
| Don't Poosh it! || Killed [[Kelad]] in the [[lost land of Poosh]]. (Only online)&lt;br /&gt;
|-&lt;br /&gt;
| Catch that Plumpkin! || Finish the Plumpkin event. (Only online)&lt;br /&gt;
|-&lt;br /&gt;
| Ay ay captain! || Turn into a pirate! (Only online)&lt;br /&gt;
|-&lt;br /&gt;
| Got eggs? || Finish the [[Pikataclysm]] event. (Only online)&lt;br /&gt;
|-&lt;br /&gt;
| Mindwipe! || Mindwiped Kormac to make a nice orc body for your own pleasure. (Only online)&lt;br /&gt;
|-&lt;br /&gt;
| Can you bear it? So much bearness! || Killed Borius in the [[Bearscape]]. (Only online)&lt;br /&gt;
|-&lt;br /&gt;
| The Sun Still Shines || Aeryn survived the last battle.&lt;br /&gt;
|-&lt;br /&gt;
| No Way! || Won ToME by closing the Void portal and letting yourself be killed by Aeryn to prevent the Way to enslave every sentient being on Eyal.&lt;br /&gt;
|-&lt;br /&gt;
| I meant to do that... || Avoid death 50 times with a life-saving talent.&lt;br /&gt;
|-&lt;br /&gt;
| Bikining along! || Won the game without ever taking off her bikini. (Not on Steam)&lt;br /&gt;
|-&lt;br /&gt;
| Mankining it happen! || Won the game without ever taking off his mankini. (Not on Steam)&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background-color: #DDDDDD&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''''Donation'''''&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Donator || [http://te4.org/donate Donated] up to 5 euros.&lt;br /&gt;
|-&lt;br /&gt;
| Silver Donator || [http://te4.org/donate Donated] up to 6 euros.&lt;br /&gt;
|-&lt;br /&gt;
| Gold Donator || [http://te4.org/donate Donated] up to 16 euros.&lt;br /&gt;
|-&lt;br /&gt;
| Stralite Donator || [http://te4.org/donate Donated] up to 31 euros.&lt;br /&gt;
|-&lt;br /&gt;
| Voratun Donator || [http://te4.org/donate Donated] up to 60 euros.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Sher%27Tul_Fortress&amp;diff=9754</id>
		<title>Sher'Tul Fortress</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Sher%27Tul_Fortress&amp;diff=9754"/>
				<updated>2015-07-27T09:09:14Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: /* Fortress Energy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
{{zone&lt;br /&gt;
|name=Sher'Tul Fortress&lt;br /&gt;
|guardian=[[Weirdling Beast]]&lt;br /&gt;
|floors=1&lt;br /&gt;
|min_level=18&lt;br /&gt;
|max_level=25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sher'Tul Fortress''' is the name of a quest, which involves the discovery and claiming of Yiilkgur, a [[Sher'Tul]] fortress.&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
The Sher'tul Fortress is initially found at the bottom of the [[Lake of Nur]], and later can be accessed from a portal southeast of [[Derth]], in a corridor flanked on one side by forests and on the other side by mountains.&lt;br /&gt;
&lt;br /&gt;
When you first enter the Sher'tul Fortress, you are in a small cul-de-sac and must defeat the [[Weirdling Beast]], a difficult boss with healing, damaging spells, decent melee and the ability to turn off your sustains. After the Weirdling Beast dies, the locked door behind it opens and the stairs up to Lake Nur 3 disappear. Because the Sher'tul Fortress has no material limits, it is possible (but unlikely) for the Beast to drop very powerful equipment such as voratun weapons or drakeskin armor.&lt;br /&gt;
&lt;br /&gt;
==The Fortress==&lt;br /&gt;
The rest of the fortress is divided into 5 main parts. The entrance/exit portals are just past the door. Beyond that is the main room which contains the Control Orb, which can be used to take possession of the fortress, and the Butler who can tell you about the fortress. To the south is the storage room; items dropped in this area are automatically sorted by type and do not disappear from the ground. To the north is the Training Facility (initially locked) and the Library of Lost Secrets, which may be accessed to read all the [[:Category:Lore|lore]] that any character you have played has ever come across. Further east is the [[Farportal]] room, which is initially locked.&lt;br /&gt;
&lt;br /&gt;
Gaining control of the fortress and talking to the butler lets you have the [[Transmogrification Chest]], or, if you have already [[unlock]]ed the Chest for starting characters, hooks yours up to the Fortress's systems. From then on, any item you transmogrify will gain you a certain amount of fortress energy.&lt;br /&gt;
&lt;br /&gt;
If you have the talent Extract Gems (if you are an [[Alchemist]] or got access to the Stone Alchemy category from an escort quest) then you can pay energy to have your [[Transmogrification Chest]] automatically extract gems and then transmogrify the gems, which will substantially increase your profits/energy gained, without having to manually extract them every level change.&lt;br /&gt;
&lt;br /&gt;
If you are a donator, then you may also use the [[items vault]] which is attached to the storage chamber.  This allows you to transfer some items between your different saved games.&lt;br /&gt;
&lt;br /&gt;
If you bought the game from an Indie Royale bundle (and activated the addon that was distributed with that version), then each character that reaches the fortress can ask the butler for one [[Royal Items|Royal Item]] out of a selection of six.&lt;br /&gt;
&lt;br /&gt;
==Fortress Energy==&lt;br /&gt;
After gaining 15 energy, you will be able to return to the Fortress and have the Butler upgrade your [[Rod of Recall]] to return you to the Fortress. When exiting the Fortress, if you used the Rod to get in, you will be returned to the world map just outside the zone you recalled from. This is the only way you can access your stored items in the Fortress while you are in the [[Far East]] (until you have built the portals to allow transportation between the continents).&lt;br /&gt;
&lt;br /&gt;
After gaining 45 energy, you may return to the Fortress to unlock the door to the Farportal room. This room will contain a horror with talents from a random class, and the farportal. You can pay 30 energy to enter the Farportal, which takes you to a randomly generated zone with random enemies and a random (very dangerous) boss at the end.  You may enter the Farportal as many times as you like, so long as you have enough energy.&lt;br /&gt;
&lt;br /&gt;
After gaining 50 energy, you may return to the Fortress to unlock the door to the Training Facility room. This room allows you to spawn training dummies on which you can test your combat abilities.&lt;br /&gt;
&lt;br /&gt;
You can also pay 60 energy to alter the butler's appearance.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] characters may spend 10 energy to make the effect of [[Cloak of Deception]] permanent, freeing their cloak slot.&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cloak_of_Deception&amp;diff=9753</id>
		<title>Cloak of Deception</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cloak_of_Deception&amp;diff=9753"/>
				<updated>2015-07-27T09:07:22Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Artifact&lt;br /&gt;
|name=Cloak of Deception&lt;br /&gt;
|type=cloak&lt;br /&gt;
|source={{Arc}}&lt;br /&gt;
|description=A black cloak, with subtle illusion enchantments woven in its very fabric.&lt;br /&gt;
|abilities=&amp;amp;nbsp;&lt;br /&gt;
* Physical Power: +5 &lt;br /&gt;
* Spellpower: +5&lt;br /&gt;
* Mindpower: +5&lt;br /&gt;
|unid=-&lt;br /&gt;
|require=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Obtained from the starting 'boss' Necromancer, who is a required combat for any undead (Ghoul or Skeleton) character. While worn, the undead character will be disguised in towns; removing the cloak will make neutral NPCs in town attack you!&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
'''SPOILER ALERT'''&lt;br /&gt;
&lt;br /&gt;
Undead characters who have access to [[Sher'Tul Fortress]] may spend 10 fortress energy to make the effect of the cloak permanent, allowing using any other cloak while remaining disguised.&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Cloak_of_deception&amp;diff=9752</id>
		<title>Cloak of deception</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Cloak_of_deception&amp;diff=9752"/>
				<updated>2015-07-27T09:02:17Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: Redirected page to Cloak of Deception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cloak of Deception]]&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Halfling_Ruins&amp;diff=9751</id>
		<title>Halfling Ruins</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Halfling_Ruins&amp;diff=9751"/>
				<updated>2015-07-25T01:38:21Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: 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>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Dogroth_Caldera&amp;diff=9745</id>
		<title>Dogroth Caldera</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Dogroth_Caldera&amp;diff=9745"/>
				<updated>2015-07-18T23:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: /* Zone Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{zone&lt;br /&gt;
|name=Dogroth Caldera&lt;br /&gt;
|guardian=[[Mindworm]]&lt;br /&gt;
|floors=2&lt;br /&gt;
|min_level=25&lt;br /&gt;
|max_level=35&lt;br /&gt;
|min_ilevel=3&lt;br /&gt;
|max_ilevel=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zone Information==&lt;br /&gt;
Dogroth Caldera (a.k.a. Noxious Caldera) appears on the main wilderness map of [[Maj'Eyal]] at character level 20 or higher, but not in all games. There is a 30% chance of the event occurring, unless you are a [[Yeek]], in which case there is a 100% chance.&lt;br /&gt;
&lt;br /&gt;
The first level features a winding tunnel which leads eastward. There is a timer counting down 600 game turns. If this timer reaches 0 you enter a soft dream. If you complete the objectives within the dream successfully, you will return to the Caldera with a reset timer. If you fail your objectives and die within the dream, you will still return to the Caldera but will suffer damage equal to 2/3 of your current life. This damage can be absorbed by damage shields.&lt;br /&gt;
&lt;br /&gt;
The second level has a timer counting down 60 turns. This timer does the same thing as the previous one. The level is roughly circular in shape; you begin on the western edge. On the eastern edge, there is an altar of dreams, and a boss named [[Mindworm]]. Due to the danger of failing a dream while fighting in the Caldera, it can be useful to wait out the timer in safety, quickly fail it on purpose, then heal up and engage the next group of enemies before the timer counts down again.&lt;br /&gt;
&lt;br /&gt;
'''''If you kill the Mindworm, the timer stops ticking. You can still have dreams by using the altar, but if you die in one of those dreams you die for real, a hard dream.'''''&lt;br /&gt;
&lt;br /&gt;
These dreams do not give any rewards for your current character, but they are necessary for the [[Solipsist]] class [[unlock]]. It is therefore beneficial for a player who already has unlocked Solipsists to kill the Mindworm quickly, thus reducing risk and saving time.&lt;br /&gt;
&lt;br /&gt;
==Dreams==&lt;br /&gt;
To unlock Solipsists, you need to complete two different dreams: the dream of loss (sometimes called the wife dream or lost man dream) and the dream of vulnerability (sometimes called the mouse dream). Tips for both dreams are below.&lt;br /&gt;
&lt;br /&gt;
As soon as you successfully complete both dreams, you will get the [[achievement]] and the unlock. It is then recommended to kill Mindworm, since he drops boss quality loot.&lt;br /&gt;
&lt;br /&gt;
===Wife Dream===&lt;br /&gt;
The wife dream has you taking control of the &amp;quot;Lost man&amp;quot;. The objectives of the dream is to talk to the different yeeks in the rooms. All but one of them will transform into ghouls, which you have to kill. To do so, you must use the &amp;quot;Dreamstones&amp;quot; scattered among the rooms. These heal you for about 100HP. Hit an enemy until you are low, run to a stone, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
Eventually you will find your wife, represented by an orc broodmother sprite. The same tactics apply to her. After you have slain her, step through the portal to return to the Caldera.&lt;br /&gt;
&lt;br /&gt;
The lost man starts out with three unassigned stat points, which you can assign by pressing 'p'. Additional points in strength will increase your damage and end the fights quicker.&lt;br /&gt;
&lt;br /&gt;
As of version 1.2.3, this dream can become bugged with no broodmother spawning, and thus no exit. If speaking to a Yeek results in it disappearing into thin air, then the dream is likely to be bugged. In this case, you may bind a hotkey to your melee attack and punch yourself to death to exit the dream.&lt;br /&gt;
&lt;br /&gt;
===Mouse Dream===&lt;br /&gt;
The mouse dream is far more difficult; it has you taking control over the &amp;quot;frail mouse&amp;quot;. The objective of the dream is to escape to the exit portal, most commonly found in the lower right corner but sometimes on the far right bottom corner.&lt;br /&gt;
&lt;br /&gt;
The mouse starts out with three unassigned stat points, which you can assign by pressing 'p'. Putting all three points into Con is a huge help; it more than doubles your hit points, allowing you to take a couple of unlucky hits from cats before dying.&lt;br /&gt;
&lt;br /&gt;
While exploring, keep an eye out for mouse holes. These look like trails through the woods (similar to the [[Old Forest]] or [[Trollmire]]'s entrances) but can be hard to make out due to the dream distortions. Stepping on a mouse hole will teleport you to the other side, leaving any cats behind and (usually) allowing a moment of peace to re-stealth and rest up your cooldowns.&lt;br /&gt;
&lt;br /&gt;
Your rodent's success depends upon repeated successful disengagements. Start out by activating Stealth and scouting your surroundings, turning back IMMEDIATELY when you encounter a cat in your path. Once you've evaluated your predators' locations and have as much of the map revealed as you safely can, you can get to work baiting the cats out of your way. To do this, remain stealthed in front of a cat at medium to long range until it notices your position and starts walking towards you. Next, lure the cat 3-7 tiles deep into a dead end (or pathway you no longer need). When the cat is close enough to attack you, pop Evasion and reposition yourself so that you are within 7 tiles of the pathway you want to exit towards. Finally, activate Hide in Plain Sight to lose the cat's focus, then Leap towards the corner of your escape path and walk out of the cat's vision range as quickly as possible (usually about 2 turns). Done properly, you will consistently move cats out of your way with minimal risk.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.0 glitch ('''Spoiler Alert'''):&lt;br /&gt;
*If you manually save your game within a dream and are not standing in the tile your Lost Man/Mouse originally spawned, your main adventurer will magically appear in your original spawn location. Your adventurer cannot be controlled, move, or use abilities, but they will use basic attacks against anything that attacks them. In the mouse dream, you may outright kill the level 1 cats by dragging them into your adventurer, which may be useful if your starting location is considerably hostile.&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Caldera&amp;diff=9744</id>
		<title>Caldera</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Caldera&amp;diff=9744"/>
				<updated>2015-07-18T22:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: Redirected page to Dogroth Caldera&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dogroth Caldera]]&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Are_you_out_of_your_mind&amp;diff=9743</id>
		<title>Are you out of your mind</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Are_you_out_of_your_mind&amp;diff=9743"/>
				<updated>2015-07-18T20:38:52Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: Redirected page to Achievement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Achievement]]&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Elixir_of_Mastery&amp;diff=9742</id>
		<title>Elixir of Mastery</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Elixir_of_Mastery&amp;diff=9742"/>
				<updated>2015-07-18T18:13:10Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: shortening redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Brotherhood of Alchemists]]&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Inscription&amp;diff=9337</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Inscription&amp;diff=9337"/>
				<updated>2014-10-27T10:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: /* Infusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Inscriptions]] [[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&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;
&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 36, 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 either 2-3 infusions or runes on its body, depending on race and class.  [[shalore|Shaloren]], [[skeleton]]s and [[ghoul]]s start with runes (1 shielding and 1 phase door), all others races start with inscriptions (1 regeneration and 1 wild) and mana-using characters also start with a manasurge rune.&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.  Popular golem runes include shields, heat beam and acid wave.&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;
{| class=&amp;quot;wikitable&amp;quot;&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 y turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Wild&lt;br /&gt;
|image=Infusion_wild.png&lt;br /&gt;
|cooldown=12-17&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=13&lt;br /&gt;
|desc=Activate the infusion to cure yourself of [[effect#effect types|effects]] and reduce all damage taken by y for z turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Healing&lt;br /&gt;
|image=Infusion_healing.png&lt;br /&gt;
|cooldown=7-12&lt;br /&gt;
|level=7-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to heal yourself for x life.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Sun&lt;br /&gt;
|image=Infusion_sun.png&lt;br /&gt;
|cooldown=9-15&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=13&lt;br /&gt;
|desc=Activate the infusion to brighten the area in a radius of x and illuminate stealthy creatures, possibly revealing them (reduces stealth power by y). It will also blind any creatures caught inside (power z) for n turns.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Infusions ===&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=13-20&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to increase movement speed by x for y game turns.&lt;br /&gt;
		Any actions other than movement will cancel the effect.&lt;br /&gt;
		Also [[effect#free action|prevent stuns, dazes and pinning effects]] for z turns.&lt;br /&gt;
		Note: since you will be moving very fast, game turns will pass very slowly.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heroism&lt;br /&gt;
|image=Infusion_heroism.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to increase three of your primary stats by x for (7-14) turns.&lt;br /&gt;
		Also while [[effect#heroism|Heroism]] is active, you will only die when reaching z life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.&lt;br /&gt;
		It will always increase your three highest stats.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Insidious Poison&lt;br /&gt;
|image=Infusion_insidious_poison.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to spit a bolt of poison doing x nature damage per turns for 7 turns, and reducing the target's healing received by y.&lt;br /&gt;
		The sudden stream of natural forces also strips you of one random [[effect#magical_2|detrimental magical effect]].}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infusions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription|name=Wild Growth|image=Infusion_wild_growth.png|desc=Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing x physical damage and x 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;
{{inscription&lt;br /&gt;
|name=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=Activate the infusion to cure yourself of [[effect#effect types|effects]] and increase affinity for all damage by 10% for 6 turns.}}&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;
{| 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=14-24&lt;br /&gt;
|level=5-50&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;
{{inscription&lt;br /&gt;
|name=Phase door&lt;br /&gt;
|image=Rune_phase_door.png&lt;br /&gt;
|cooldown=8-10&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of (5-15).&lt;br /&gt;
			Afterwards you stay out of phase for y turns. In this state all new negative status effects duration is reduced by z, your defense is increased by z and all your resistances by z.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|image=Rune_teleportation.png&lt;br /&gt;
|cooldown=14-19&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of x with a minimum range of 15.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Manasurge&lt;br /&gt;
|image=Rune_manasurge.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=22&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;
			Also when resting your mana will regenerate at 0.5 per turn.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Runes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|image=Rune_invisibility.png&lt;br /&gt;
|cooldown=14-24&lt;br /&gt;
|level=18-50&lt;br /&gt;
|rarity=19&lt;br /&gt;
|desc= Activate the rune to become invisible (power (7-15)) for (4-13) turns.&lt;br /&gt;
		As you become invisible you fade out of phase with reality, all your damage (dealt) is reduced by 40%.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Vision&lt;br /&gt;
|image=Rune_vision.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=15-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to get a vision of the area surrounding you ((8-18) radius) and to allow you to see invisible and stealthed creatures (power %d) for (12-32) turns.&lt;br /&gt;
		Your mind will become more receptive for y turns, allowing you to sense any (one [[creature type]]) around.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Controlled Phase Door&lt;br /&gt;
|image=Rune_controlled_phase_door.png&lt;br /&gt;
|cooldown=10-12&lt;br /&gt;
|level=35-50&lt;br /&gt;
|rarity=17&lt;br /&gt;
|desc=Activate the rune to teleport (to target tile) in a range of x.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heat Beam&lt;br /&gt;
|image=Rune_heat_beam.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a beam of heat, doing x fire damage over 5 turns&lt;br /&gt;
		The intensity of the heat will also remove one random  [[effect#physical_2|detrimental physical effect]] from you.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Biting Gale&lt;br /&gt;
|image=Rune_frozen_spear.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a bolt of ice, doing x cold damage with a chance to freeze the target.&lt;br /&gt;
		The deep cold also crystalizes your mind, removing one random [[effect#mental_2|detrimental mental effect]] from you.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Acid Wave&lt;br /&gt;
|image=Rune_acid_wave.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a self-centered acid wave of radius (2-5), doing y acid damage.&lt;br /&gt;
		The corrosive acid will also reduce accuracy, defense and armour by (10-35) for t turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Lightning&lt;br /&gt;
|image=Rune_lightning.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a beam of lightning, doing x to y lightning damage.&lt;br /&gt;
		Also [[effect#elemental surge: lightning|transform you into pure lightning]] for z turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Runes ===&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=-|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;
{{inscription|name=Reflection Shield|image=Rune_reflection_shield.png|cooldown=15|level=?|rarity=?|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=Telepathy&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=Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns.}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Inscription&amp;diff=9336</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Inscription&amp;diff=9336"/>
				<updated>2014-10-27T10:21:09Z</updated>
		
		<summary type="html">&lt;p&gt;Maurog: /* Runes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game Mechanics]] [[Category:Inscriptions]] [[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&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;
&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 36, 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 either 2-3 infusions or runes on its body, depending on race and class.  [[shalore|Shaloren]], [[skeleton]]s and [[ghoul]]s start with runes (1 shielding and 1 phase door), all others races start with inscriptions (1 regeneration and 1 wild) and mana-using characters also start with a manasurge rune.&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.  Popular golem runes include shields, heat beam and acid wave.&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.&lt;br /&gt;
&lt;br /&gt;
=== Common Infusions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&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 y turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Wild&lt;br /&gt;
|image=Infusion_wild.png&lt;br /&gt;
|cooldown=12-17&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=13&lt;br /&gt;
|desc=Activate the infusion to cure yourself of [[effect#effect types|effects]] and reduce all damage taken by y for z turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Healing&lt;br /&gt;
|image=Infusion_healing.png&lt;br /&gt;
|cooldown=7-12&lt;br /&gt;
|level=7-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to heal yourself for x life.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Sun&lt;br /&gt;
|image=Infusion_sun.png&lt;br /&gt;
|cooldown=9-15&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=13&lt;br /&gt;
|desc=Activate the infusion to brighten the area in a radius of x and illuminate stealthy creatures, possibly revealing them (reduces stealth power by y). It will also blind any creatures caught inside (power z) for n turns.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Infusions ===&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=13-20&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the infusion to increase movement speed by x for y game turns.&lt;br /&gt;
		Any actions other than movement will cancel the effect.&lt;br /&gt;
		Also [[effect#free action|prevent stuns, dazes and pinning effects]] for z turns.&lt;br /&gt;
		Note: since you will be moving very fast, game turns will pass very slowly.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heroism&lt;br /&gt;
|image=Infusion_heroism.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to increase three of your primary stats by x for (7-14) turns.&lt;br /&gt;
		Also while [[effect#heroism|Heroism]] is active, you will only die when reaching z life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends.&lt;br /&gt;
		It will always increase your three highest stats.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Insidious Poison&lt;br /&gt;
|image=Infusion_insidious_poison.png&lt;br /&gt;
|cooldown=15-25&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the infusion to spit a bolt of poison doing x nature damage per turns for 7 turns, and reducing the target's healing received by y.&lt;br /&gt;
		The sudden stream of natural forces also strips you of one random [[effect#magical_2|detrimental magical effect]].}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Infusions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription|name=Wild Growth|image=Infusion_wild_growth.png|desc=Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing x physical damage and x 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;
{{inscription&lt;br /&gt;
|name=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=Activate the infusion to cure yourself of [[effect#effect types|effects]] and increase affinity for all damage by 10% for 6 turns.}}&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;
{| 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=14-24&lt;br /&gt;
|level=5-50&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;
{{inscription&lt;br /&gt;
|name=Phase door&lt;br /&gt;
|image=Rune_phase_door.png&lt;br /&gt;
|cooldown=8-10&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of (5-15).&lt;br /&gt;
			Afterwards you stay out of phase for y turns. In this state all new negative status effects duration is reduced by z, your defense is increased by z and all your resistances by z.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|image=Rune_teleportation.png&lt;br /&gt;
|cooldown=14-19&lt;br /&gt;
|level=10-50&lt;br /&gt;
|rarity=15&lt;br /&gt;
|desc=Activate the rune to teleport randomly in a range of x with a minimum range of 15.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Manasurge&lt;br /&gt;
|image=Rune_manasurge.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=1-50&lt;br /&gt;
|rarity=22&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;
			Also when resting your mana will regenerate at 0.5 per turn.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncommon Runes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|image=Rune_invisibility.png&lt;br /&gt;
|cooldown=14-24&lt;br /&gt;
|level=18-50&lt;br /&gt;
|rarity=19&lt;br /&gt;
|desc= Activate the rune to become invisible (power (7-15)) for (4-13) turns.&lt;br /&gt;
		As you become invisible you fade out of phase with reality, all your damage (dealt) is reduced by 40%.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Vision&lt;br /&gt;
|image=Rune_vision.png&lt;br /&gt;
|cooldown=20-30&lt;br /&gt;
|level=15-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to get a vision of the area surrounding you ((8-18) radius) and to allow you to see invisible and stealthed creatures (power %d) for (12-32) turns.&lt;br /&gt;
		Your mind will become more receptive for y turns, allowing you to sense any (one [[creature type]]) around.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Controlled Phase Door&lt;br /&gt;
|image=Rune_controlled_phase_door.png&lt;br /&gt;
|cooldown=10-12&lt;br /&gt;
|level=35-50&lt;br /&gt;
|rarity=17&lt;br /&gt;
|desc=Activate the rune to teleport (to target tile) in a range of x.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Heat Beam&lt;br /&gt;
|image=Rune_heat_beam.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a beam of heat, doing x fire damage over 5 turns&lt;br /&gt;
		The intensity of the heat will also remove one random  [[effect#physical_2|detrimental physical effect]] from you.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Biting Gale&lt;br /&gt;
|image=Rune_frozen_spear.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a bolt of ice, doing x cold damage with a chance to freeze the target.&lt;br /&gt;
		The deep cold also crystalizes your mind, removing one random [[effect#mental_2|detrimental mental effect]] from you.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Acid Wave&lt;br /&gt;
|image=Rune_acid_wave.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a self-centered acid wave of radius (2-5), doing y acid damage.&lt;br /&gt;
		The corrosive acid will also reduce accuracy, defense and armour by (10-35) for t turns.}}&lt;br /&gt;
{{inscription&lt;br /&gt;
|name=Lightning&lt;br /&gt;
|image=Rune_lightning.png&lt;br /&gt;
|cooldown=12-25&lt;br /&gt;
|level=25-50&lt;br /&gt;
|rarity=16&lt;br /&gt;
|desc=Activate the rune to fire a beam of lightning, doing x to y lightning damage.&lt;br /&gt;
		Also [[effect#elemental surge: lightning|transform you into pure lightning]] for z turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Runes ===&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=-|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;
{{inscription|name=Reflection Shield|image=Rune_reflection_shield.png|cooldown=15|level=?|rarity=?|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=Telepathy&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=Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns.}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maurog</name></author>	</entry>

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