# weenie_properties_string

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Bring this to the Ghost of Galaeral to gain access to the Lady Aerfalle, who presently resides in her deepest Sanctum.  **Be Warned: Only those of great skill (Level 150+) may enter the deepest sanctums and challenge Lady Aerfalle directly.  Also, you will need to be in a Fellowship to gain access to the Sanctum.


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A shard of pure mana, attuned to the Nexus that lies deep under Aerlinthe Isle.  With the proper power, this could likely be used to create a portal to the nexus it is tied to.


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An elegant, embossed, ancient token, carved in the artistic fashion of the Dericost Nobility.  The edge of the token is inscribed with tiny Dericost runes.


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An ancient token, carved in the artistic fashion of the Dericost Nobility.  The edge of the token is inscribed with tiny Dericost runes.


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An ornate, ancient token, carved in the artistic fashion of the Dericost Nobility.  The edge of the token is inscribed with tiny Dericost runes.


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Using this gem will remove your need to use a focus for Creature Enchantment. This augmentation cannot be repeated.


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Using this gem will remove your need to use a focus for Item Enchantment. This augmentation cannot be repeated.


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Using this gem will remove your need to use a focus for Life Magic. This augmentation cannot be repeated.


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Using this gem will remove your need to use a focus for War Magic. This augmentation cannot be repeated.


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Your skill at casting all schools of magic is increased. Your effective magic skill when casting any spell is increased by 10. This augmentation cannot be repeated.


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Upon peeking in this box a bright glow shines upon your eyes, your mind asks "Is that what I think it is?" before closing the box.


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When the Sho first arrived, they decided to build their first city, Hebian-To, at the mouth of the River Prosper. But some chose instead to settle in the plains northwest of the Blackmire Swamp, almost within Aluvian territory. They found a large, lone rock in a field, and there they settled Yanshi, the Town of the Boulder. Some time later, but before the era of the Lifestones, Tumeroks attacked Yanshi, and the legendary Ben Ten came to the town's defense. For more on the Battle of Yanshi, head to the Sho library in Hebian-To and read "The Story of Ben Ten and Yanshi." In Verdantine, 13 PY, the Yalaini mage Gaerlan attempted to summon a being known as the Harbinger. His attempt failed, and his summoning chamber, along with the town of Yanshi above it, were destroyed. The Sacred Stone in the center of town survived, as did the will of the people. In Frostfell, 16 PY, Yanshi was rebuilt to the west on a hill near the festival grounds of Leafcull. As part of the reconstruction, a memorial to Antius Blackmoor was built. During Solclaim of 21 PY, Prince Borelean Strathelar and Hoshino Kei were wed in the meadow outside of the town's walls.


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Stonehold is a town found in the westernmost reaches of the Esper mountain range. Seekers of rare game often come here to visit the hunter Belinda du Loc. Explorers looking to reach the distant island of Knorr and its Lyceum, a long-abandoned Empyrean school of magic, should consult with the Lugian living here. But know that such travel does not come without a price.


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Plateau Village is a remote settlement located on a large plateau in northwestern Osteth. Chefs looking to add some flavor to their dishes may wish to visit the spice merchant here, and adventurers looking to reach the legendary city of Frore will find a certain planar mage to be quite helpful.


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Some of the Gharu'ndim who first came to Dereth were lifelong desert-dwellers, and chafed at the idea of building their homes on the Yushad Ridge. Their leader, a wizard named Raqur al-Hayra, led them on a trek acrss the A'mun Desert to a cove along the coast of the Inner Sea. There they found an oasis, an island of green amid the sands. Raqur thrust his staff into the ground, bringing forth fresh water, and declared that all the desert folk would be welcome in this place. Sadly, Raqur was slain in a magic duel with a Mu-miyah archmage before the town, called Yaraq, was completed.


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The Gharu'ndim began to appear in Dereth soon after Elysa and Thorsten freed their people from enslavement by the Olthoi. One of the first of their number was Musansayn, a minor noble who became the effective leader of his countrymen in this new land. He made peace with the Aluvians, arranging for his folk to settle the lands west of the Falamar Hills. Samsur was the first permanent town built under his rule on the Yushad Ridge. It now lies at the heart of the Gharu'ndim lands, with roads leading both north and south and into the sandy reaches of the A'mun Desert. 


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The A'mun Desert is a hostile place, reminiscent of the trackless Naqut on Ispar. The dunes stretch beneath the sweltering sun for mile upon mile, with little water or hope of shelter. Even within such harsh lands, however, there are rare islands of succor: oases where fresh water miraculously bubbles forth, creating motes of greenery amid the wastes. Such a place is Al-Arqas (literally, "The Haven"), which sprang into being not long before 10 PY, when Gharu'ndim desert-walkers discovered a hitherto unknown spring in the A'mun's southern expanses.


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The village of Qalaba'r is the most southern of the Gharu'ndim settlements, located beyond the Yushad Ridge on the edge of the Linvak Mountains. Treasure hunters looking to raid the dungeons and citadels of the renegade Gotrok Lugians often use Qalaba'r as a staging ground for their expeditions, as do explorers venturing to the southern landbridge, and the Direlands beyond.


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Nestled in the the sourthern end of the Yushad Ridge, Khayyaban is a quiet Gharu'ndim town. After the discovery of fresh water south of Samsur and subsequent founding of Uziz, the Gharu'ndim wished to connect the isolated southern village of Qalaba'r to the rest of their realm. Soon a great road stretched the whole of the Yushad Ridge, from the capital of Zaikhal to Qalaba'r. The distance from Uziz to Qalaba'r, however, was quite long and still dangerous. Travelers lobbied at the capital for a way-point between the two settlements. And so, thanks to the support of the wealthy Aluvian noble Lord Balthall, the town of Khayyaban was founded.


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Xarabydun, founded in 11 PY, is the headquarters of the Arcanum - a group of scholars, alchemists, and mages who conduct research for the betterment of Dereth. The first human settlement here was below ground, in the Yalaini grottos of Laeraa. Deep inside, Arcanum scholars discovered one of the Seaborne Empire's archives, filled with thousands of Empyrean tomes. These tomes have been the source of many of our advancements throughout the years. In 13 PY, the Arcanum built research facilities on the surface, and many of their finest alchemists, tinkerers, and mages may be found here.


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Uziz is a Gharu'ndim town situated in the heart of the Yushad Ridge. It was settled after explorers trekking out from Samsur discovered a calm, clear pool of fresh water, believed by some scholars to be a reservoir left behind by the Empyrean.


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The Radiant Blood, one of the Societies of Dereth, has established their stronghold here. One of the three powerful Mana Forges, run by the Arcanum, may be found on the southern end of town.


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Zaikhal is the capital city of the Gharu'ndim. It rests among the hills in the northern edge of the Desert people's realm, an area not unlike the mountainous Taban region back in Gharu'n on Ispar. Zaikhal was the original headquarters of the Arcanum - a group of scholars, alchemists, and mages, and is still a center of study today. The great Gharu'ndim library is located here, and within it one may find the translator of the ancient runes of Dericost. The scholar of the Virindi language also resides here, and can translate the strange shards of obsidian they use to record messages. 


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Tufa has never recovered from the dark night in 11 PY, during the Fourth Sending of Darkness, when the peaceful desert oasis town was obliterated by Shadow Spire attacks. Now, the residents huddle around the crater of their town in tents, some cursing the Shadows, others desperately hopeful that some day they will rebuild.


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During the Gharu'ndim's efforts to expand their settlement of Dereth, Al-Jalima was founded. Travelers should be wary however, for this town was settled in an unfortunate spot amongst the crypts of the Dericostian Undead. The autumn festival season brings rise to these undead, who take over the town until winter drives them back to their resting places. But not all is troubled in Al-Jalima. The master smith of the Gharu'ndim resides here, crafting powerful amuli armor from the remains of Shadow and Crystal. People looking to craft costumes will also find a master mask crafter here. And chefs looking to add some flavor to their dishes will be happy to find a spice merchant may also be found within the town.


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Last of the three heritage groups to arrive in Dereth, the Sho made their home south of the Blackmire Swamp, where Mosswart raiders had thwarted settlement by the Aluvians to the north. To provide protection from these and other creatures for the fledgling village of Hebian-To, the warlord Ijiku Tambai built a fortress nearby called Yaosai. In time, once the Sho had successfully pushed back the Mosswarts, the need for a fortress disappeared. Parts of Yaosai's walls were torn down and used to build huts. The new town, mockingly called Shoushi or "small place" has since outgrown that moniker and is thriving as a waypoint between Hebian-To and the western Sho holdings. 


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Tou-Tou is a coastal Sho village located at the end of a peninsula which shares its name with the town. The people of Tou-Tou simply refer to it as the town of the eastern tower, for northeast of town at the tip of the peninsula a massive Empyrean lighthouse extends into the sky, spewing a magical white light that pierces the thickest fogs. Southwest of town along the road leading to Hebian-To, one can find the Tou-Tou Onsen, a traditional Sho bath house built around a natural hot spring.


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Mayoi is a quiet town nestled in the base of the Tou peninsula. Many weary Sho come to this secluded village to meditate be the bay as the calm waves endlessly roll into the sands. Southeast of Mayoi, you may find the spire of Shoyanen Kenchu, the master archmage of the Sho people. From Shoyanen's tower, one can view the distant archipelago known as the Vesayen Isles. Though the strait is too deep and its currents are too strong to cross, rumors speak of a portal to the islands along the beach, south of the master mage's spire.


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When the Sho realm was first founded in Dereth, it was not as expansive as it is today. A few years prior to 10 PY, its frontiers pushed outward to encompass much of south-eastern Osteth. In the process, however, some towns that once flourished from being on the realm's outskirts have found themselves well within its boundaries, their prosperity fading. Nanto, once a flourishing town on the realm's southern border, lost much of its vibrancy as towns such as Mayoi and Lin sprang up farther afield. Its merchants have since grown accustomed to the slower pace of life in the interior, and are more than happy with their location on the road between Hebian-To and the frontier - especially since the danger of attack from ornery Lugians has faded as well.


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The forest town of Lin was founded shortly after Mayoi in an effort by the Sho to further protect their holdings. After a Gigas Lugian warlord and his party had brazenly assaulted Nanto and was narrowly defeated, leaders in the capital of Hebian-To decided they needed an earlier warning of Lugian raiders. And so, hidden away in a forested valley in the shadows of the Linvak Mountain Range, the town of Lin was built. Eventually, as the Lugian attacks lessened, Lin became a tranquil resting place for travelers and a staging point for expeditions into the mountains.


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In the town square, one will find the Derethian Combat Arena, a place where those who have forsaken Asheron's protections and follow the path of Bael'Zharon fight each other for sport. Those looking to join Bael'Zharon's ranks may find a drunken madman who can help them on their path in the hills south of town.


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With the success of Lin, the Sho people further expanded into territories dominated by Lugians. Settlers ventured southwest of Shoushi, following the Snowflake Range, until they reached the base of the Linvak mountains. There they built Baishi in a wooded dale. Chefs looking to add some flavor to their dishes will find a friendly spice merchant here.


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The Celestial Hand, one of the Societies of Dereth, has established their stronghold here. One of the three powerful Mana Forges, run by the Arcanum, may be found near the Library.


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Hebian-To, built at the mouth of the River Prosper, was the first settlement of the Sho people on Dereth and as such became the capital for their lands. The Sho library is located here, along the road leading west to Shoushi. Inside this library one may find the translator of texts from the most ancient of the Empyrean people, the Falatacot. 


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Hidden deep in the Linvak Mountain Range is the town of Kara. Founded by Jojiists, the town sits proud on the hillside overlooking a calm lake. Many of the original inhabitants have since moved back to civilization, and some unlucky souls were killed during the time before lifestones. Now, only four of the founders remain, and they have taken to calling their home Kara, a Sho word meaning "Empty." Despite this sullen name, the residents are friendly, and freely offer their homes to those passing through. The master smith of the Sho resides along the shore of the lake, crafting powerful Koujia armor from the remains of Shadow and Crystal.


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Sawato is a Sho village hidden away in the Blackmire Swamp. In the early days, the Sho warlord Ijiku Tambai built the fortress Yaosai on the edge of the swamp to protect Hebian-To from Mosswarts. Eventually, the Sho were successful in pushing back the Mosswarts into the swamps. So Yaosai became the town of Shoushi, and the frontier moved northwest where, in clearing on the border of Blackmire Swamp, bold settlers established Sawato. Much to the delight of their neighbors to the north, with the expansion came the road connecting the long isolated town of Yanshi with the the rest of the Sho lands.


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In 1284 RC (Roulean Calendar, the calendar system used on the human's native world of Ispar), or 8 PY by our Derethian measurement, civil war broke out in Viamont, one of the nations of Ispar. The rebels of the house of Bellenesse were no match for the royal army of Viamont, and soon they fled through mysterious portals which brought them to Dereth. Varicci II, then prince of Viamont, led his army in the portals after them. The Viamontians found themselves trapped on the frigid archipelago northwest of Dereth known as the Halaetan Isles. In the early times after their arrival, the loyalists under the new King Varicci II were constantly at war, with the rebels of Bellenesse, the native creatures of this land, or the harsh wintry climate. The King led them south and west from their initial landing, until they found an omen on a southern coastal cliff: a great bull of red coloring, silhouetted in the setting sun. The manifestation of the emblem of the royal house of Corcosi was enough reason to choose that site for their new home, Sanamar.


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In 12 PY, the Virindi-altered human Candeth Martine opened the way to Marae Lassel. Soon humans from the mainland came to the island and began to settle. One of these settlements is Blue, a town in the marshlands of the Karab Delta. In Thistledown of 16 PY, as part of Varrici II's war against the "Bloodless," the three human settlements on Marae were captured under cover of night. Though a fragile truce now exists between Strathelar and Varrici, the three spire towns remain under New Viamont's control.


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In 12 PY, the Virindi-altered human Candeth Martine opened the way to Marae Lassel. Soon humans from the mainland came to the island and began to settle. One of these settlements is Redspire, a town situated on the southwestern coast of Marae Lassel. In Thistledown of 16 PY, as part of Varrici II's war against the "Bloodless," the three human settlements on Marae were captured under cover of night. Though a fragile truce now exists between Strathelar and Varrici, the three spire towns remain under New Viamont's control.


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In 12 PY, the Virindi-altered human Candeth Martine opened the way to Marae Lassel. Soon humans from the mainland came to the island and began to settle. One of these settlements is Greenspire, a town built around the remnants of a great Empyrean lighthouse. In Thistledown of 16 PY, as part of Varrici II's war against the "Bloodless," the three human settlements on Marae were captured under cover of night. Though a fragile truce now exists between Strathelar and Varrici, the three spire towns remain under New Viamont's control.


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When the Viamontians first arrived, they found themselves on an archipelago known as the Halaetan Isles. One of these isles is named Lotila Island in honor of one of their King's most loyal and powerful supporters, Countess Marena du Lotila, murdered by the Duke's forces at the onset of the rebellion. A series of beautiful cascading waterfalls on the northwest tip of the island is the named the Cataracts of Sabella, after their King's mother, Queen Sabella. An outpost of knights has been established on the southwest shore of the island, as a western lookout. It is known simply as Westwatch.


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Ahurenga is the capital of the Hea Tumeroks. Led by Hea Arantah, this Xuta of Tumeroks have abandoned the the traditions that the Aun cling to, and have given themselves to the masters they call the "Atual Arutoa" - Virindi. As part of their service, Hea Tumeroks have had their bodies altered into something more human.


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Linvak Tukal is the capital city of the Lugians who have made peace with the Isparians and their allies. Linvak Tukal translates as "Great Tukal" - Tukal being a city on their homeworld equal in size and importance to Ispar's Tirethas or Celdon. While the Lugians inside may be friendly, the fortress is under constant siege by another group of Lugians - the Gotrok - who want nothing to do with the peaceful alliance of Lugian, Human, and the other races.


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Much later, a small Aluvian faction left the safety of Cragstone to come north (some say they were kicked out of the town). They sought shelter within the walls of Bandit Castle, where MacDugal and his band had lived for some time, but some disagreement split their ranks, and a number of them trekked down the road and wound up at Foster's Fort. A woman called simply Neydisa led their ranks. She saw a grand palace in what looked otherwise like a ruined husk.


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Long ago, this place was called Foster's Fort, an abandoned Empyrean structure found by a man named Foster in the years of the Olthoi enslavement. Foster, then a new arrival, had been fleeing the Olthoi for days when he glimpsed these spires in the distance. Initially elated, his joy turned to deep disappointment when he found the walls undefended and no one within. He spent years hiding here in the towers until the liberation came, and thereafter vowed to never return to such a forsaken place.


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When the Viamontians first arrived, they found themselves on an archipelago known as the Halaetan Isles. The most dangerous of the islands in this chain is the Isle of Ruin. Ostensibly it is so named because of the ruins of ancient civilizations found there. A garrison of knights has established a small outpost on its eastern shore, which they have named Eastwatch. But even those doughty warriors hesitate to venture into the terrible frozen valley at the northern head of the island, named the Shattered Out-Lands.


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Kryst was founded by a band of Isparians who had escaped their Olthoi taskmasters in the days before Elysa Strathelar defeated the Olthoi Queen of Dereth. They were led to freedom by Zenzaburou Hensu, Vanten the Archmage, and Vesayen Hylin. After escaping the Olthoi pursued them into the forests. There, they found a mysterious portal, whose destination was unknown. Zenzaburou and Vesayen ushered their people through the portal. Zenzaburou barely made it through before the portal collapsed. Vesayen was not so lucky. They found themselves on a tropical, jungle covered island - a place free of Olthoi. There, Zenzaburou and Vanten founded the village of Kryst, centered around the principles of Jojii and the Code of Pwyll. They named the archipelago the Vesayen Isles in honor of their fallen leader.


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Standing on a hill overlooking the River Prosper as it runs from the heights of Mount Esper into the lowlands, the town of Holtburg was one of the first Aluvian Villages. Settlers erected it in 2 PY (Portal Year, time dating from the year humans overthrew Olthoi rule), having struck out into the wilderness from the safety of nearby Cragstone to log the vast Tiofor Wood to the west. The town has since become a major waypoint for travelers, as it stands between the villages surrounding Lake Blessed and Glenden Wood, with the Gharu'ndim settlements beyond. 


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Arwic lies nestled between the hills south of the Lost Wish Mountain Range, which divide the settled lands of the Aluvian realm and the blighted land known as Olthoi North. Once a prosperous mining village and a bustling center of commerce, Arwic was destroyed by Shadow Spires during the Fourth Sending of Darkness. It has since been rebuilt and is now a fortified city surrounded by sturdy, stone walls. Adventurers looking to translate the writings of the Burun should visit Aun Laokhe, located at the top of the town's central tower.


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The Eldrytch Web, one of the Societies of Dereth, has established their stronghold here. One of the three powerful Mana Forges, run by the Arcanum, may be found behind the Hildar House.


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Cragstone is the capital city of the Aluvians, named after the fallen hero of the Olthoi Rebellion Thorsten Cragstone, father of Prince Borelean Strathelar. It is the second oldest human settlement on Dereth, founded after the the victory over the Olthoi on the hills west of the Isle of Hope (now called the Isle of Tears). Just outside of town, one will find the Aluvian library and the translator of Yalaini texts. In 11 PY, during the Fourth Sending of Darkness, Cragstone survived the attack of three Shadow spires, thanks to Queen Elysa Strathelar and Asheron Realaidain. The ruins of one of these dark spires now rests in victory harbor. In 18 PY, Drudges established a large fort west of town, and for some time Cragstone was under constant raids. While the Drudges have been pushed back, the threat to the west is still present. 


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Rithwic was first settled in 7 PY near a ford of the River Prosper, just downstream from Lake Blessed. It once stood on the edge of the Aluvian lands, but the frontier later moved south to Dryreach and southwest to Lytelthorpe. It was once an arrival point of new Aluvians from Ispar, however near the end of 12 PY, the Virindi-altered human Martine destroyed Rithwic's two arrival outposts, along with the outposts in five other towns.


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Founded in 10 PY, Lytelthorpe was once nothing but an abandoned Empyrean Fortress overrun by Banderlings, led by a human warmonger named Wardiel the Mighty. That is until a band of brave warriors and wizards slew Wardiel, drove out the infestation and claimed the keep as their own. Since then, shops and homes have arisen in the fortress's shadow. It was once an arrival point of new Aluvians from Ispar, however near the end of 12 PY, the Virindi-altered human Martine destroyed Lytelthorpe's two arrival outposts, along with the outposts in five other towns. Since then, the town has remained relatively calm.


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The master smith of the Aluvians resides in Eastham, crafting powerful Celdon armor from the remains of Shadow and Crystal. People looking to craft costumes will also find a master mask crafter here.


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Eastham is an Aluvian town located on the coast along the road connecting Arwic to Rithwic. It is also the closest human settlement to Asheron's Island, which for many years was closed to outsiders. Now however, one need only stroll over to the windmill to find a permanent portal to the Empyrean's isle and his castle.


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Glenden Wood is an Aluvian town nestled in the Tiofor Woods west of Cragstone. It was a peaceful town until Thistledown, 16 PY when the army of New Viamont invaded. Although the war between Viamontians and New Aluvia has been fought to a standstill and both sides have come to a wary truce, King Varicci's forces maintain their siege of the city.


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A fortress forever besieged by Hea Tumeroks, Dryreach can be a dangerous location for an inexperienced adventurer. The Hea Tumeroks use this fortress as a training ground for their warriors, ensuring that the stalemate involving this fortress will never be resolved. Be careful on wandering out the front gates without a key, as they are locked to prevent the Tumerok from gaining entry. 


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Drudges are by far the weakest of the humanoid races, and are often kept by their stronger cousins as slaves or grunt warriors. They often scavenge on the fringes of human lands, preying on the weak and defenseless, and also lurk in shallow dungeons. Most of them stand about four feet tall, and fight with their claws; some employ crude weapons like knives and clubs. In combat, they attack in packs, and with little discipline. Be warned: there are a few varieties of Drudges that are more dangerous than the norm. 


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The Ruschk are a race of shamanic warriors who make their homes deep within the icebergs and mountains of the cold islands. The Ruschk appear to be quite intelligent, though generally uncommunicative with those outside their race. The Ruschk attack on sight; they have no interest in peaceful negotiation. The Ruschk wear little in the way of armor. What they do wear tends to be made of animal skins. They keep their faces covered and wear their hair in a sort of topknot. They adorn themselves with jewelry made of bones and teeth. They fight with weapons forged from ice. Somehow, these weapons are hard as steel. Some Ruschk have the surprising ability to strip an enemy's magical enhancements away with a simple wave of the hand. We do not know what the Ruschk call themselves, the name comes from Viamont soldiers who heard one speak. Its words were foreign and its dialect thick, but it clearly spoke some form of language. The soldiers were unable to remember much of what was said, but the word "Ruschk" was spoken several times.


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The Sclavus is not a natural monster, but rather a magical crossbreed of serpent and humanoid. They were created ages ago by the Falatacot, one of the Empyrean cultures, as a servant race. A variety of different subraces exist, ranging in size from four to seven feet tall. Sclavi fight viciously with swords and spears, and are also powerful spellcasters. Swamps, ruins, and deep dungeons are their homes.


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Skeletons are a special subset of the undead. Creatures completely devoid of flesh, skeletons  attack with weapons, or with hands and feet. The most powerful Skeleton Lords also wield magic.


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The Virindi are a mysterious race of levitating beings shrouded by heavy cloaks. Their faces -- if they have faces at all -- are concealed by grotesque, white masks. No one has seen a Virindi without its cloak or mask. Little is known of their intentions, but they are very powerful and capricious, and are potent magic-users. They also wield fearsome sickles, swinging them with unnatural speed. Most reported sightings thus far have been in the Direlands.


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Wisps are strange, magical creatures that resemble dancing balls of light. Their origins are unknown: some scholars speculate that they are tied to the vanished Empyrean, or to the forces of magic. They are unpredictable in battle, often relying on magic to harm or hinder opponents, but sometimes darting at a target to inflict electrical damage. 


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Zefir are small, winged humanoids that dwell within ruins and subterranean caverns. Unlike the benevolent faerie folk of legend, the Zefir are mean-spirited and destructive, and have no love for humans. They attack in swarms to defend their lairs, scratching with their sharp claws, and can also draw upon a large arsenal of harmful spells. They are particularly fond of fire and lightning, and are resistant to damage from those sources. 


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Banderlings are the larger cousins of Drudges, Mosswarts and Tumeroks. They are even less intelligent than other humanoids, but make up for this with sheer brutality. They prefer to fight in small packs, using heavy weapons or their sharp claws. On average, they stand seven feet tall, though their chiefs are even larger. Forest-dwellers by nature, they can also be found in Tumerok strongholds and dungeons near the Aluvian lands.


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Eaters are the trained war dogs of the Viamontian army and readily defend their masters to the death. Eaters will swallow most anything, including the odd sword or penguin. But the thing they find most delectable is a special gland from the Fiun race. Removal of the gland causes madness, and the wholesale enslavement of the Fiun by King Varicci in order to slake the appetites of their ravenous pets explains the hoards of maddened and crazed Fiun that wander the Isle of Ruin. It is an irony not lost on the Fiun, for they are the ones who birthed the Eater. They were a proud and magnificent society, flourishing with great achievements that allowed them the ultimate hubris, an attempt to create life from nothingness. The resulting abomination destroyed their world and resulted in the Fiun flight to Dereth.


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The Fiun Rehgus was considered by many to be the greatest mage in the Fiun world. He was the one who crafted magical cures for the plagues that ravaged their lands. He was the one who taught others the means by which they extended their lives for centuries. And he was the one that stopped the "fire that fell from the sky." But Rehgus' failing was his obsession with the creation of life. His failed experiment resulted in the creation of the Eaters. Beasts that find most delectable a special gland unique to the Fiun race. Removal of the gland causes madness and led to the wholesale enslavement of the Fiun by King Varrici in order to slake the appetites of his ravenous pets. This explains the hoards of maddened and crazed Fiun that wander the Isle of Ruin. 


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Mites first arrived to Dereth in 5 PY. These small, furry humanoids have since become a growing nuisance on the island. They stand four to five feet tall, and are very quick, clawing and kicking with startling speed. Worse than their bite, however, is their bark; the ear-splitting baying and yelping of Mites has driven more than one adventurer mad. Making their lairs in forests, caves, and abandoned dungeons, they breed at an alarming rate. Sages worry that, unchecked, they could run rampant.


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The moar were deliberately brought to this world by the Falatacot in an attempt to undo the damage caused by the Dark Sisters. After taming the moars, the Falatacot used their magic to evolve many of the moars into the warrior creatures known as Moarsmen. There are only a handful of places on Dereth that one can still find the original unaltered moars.


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The Moarsmen are an advanced form of the feral creatures known as Moars. The Moars were first taken to Dereth by a group of ancient, benevolent Falatacot, known only as the Followers of the Light, as they fled their ravaged homeworld of Bur. By ritually 'singing' to the Moarsmen, the Falatacot induced an evolution of their species, gifting them with an uncanny ability to serve as hunters and guardians. Moarsmen excrete a foul, gleaming substance through the pores of their skin. This rank muck is responsible for the acidic damage that Moarsmen do in melee combat. Most feared, though, is their breath attack, a vile swamp gas that ignites on contact with the air, doing fire damage. Recently, the followers of the Old One known as T'Thuun have conducted foul rituals to produce the Blighted Moarsmen, a particularly malevolent breed whose forts along the coast of Dereth now menace a number of human cities.


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The eerily floating Niffis cast bizarre shadows across the sands. Strangely beautiful, these creatures are, unfortunately, also aggressive. Their form suggests an affinity for water, yet many of them congregate in deserts, basking in the harsh sun and balancing themselves with their lateral "wings." It is thought the fine-grained Derethian sand may fulfill a function similar to water for the Niffis, a creature obviously saturated with alien and incomprehensible magic. Still, some rare Niffis do appear to seek out water, suggesting these creatures may once have had more humble and ordinary origins. 


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Sleech have come to Dereth from the same world as their relatives the Niffis. Scholars believe Sleech to be a different form of Niffis and has classified the creatures in the same family. Adventurers on the other hand have noticed significant differences between the two creatures, leading to the common belief that the two species are cousins at best.


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But not all the undead were destroyed. Many of the Old Lords fled to Dereth. Now, they struggling to survive, and plotting to rebuild their power yet again.


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Undead are the result of Blood Magic, where one person is sacrificed in order to grant another eternal life. The undead we encounter are, for the most part, the remnants of the Empyrean kingdom of Dericost. Long ago, the noble families of the Dericost Kingdom learned necromancy from the Falatacot people. For thousands of years, undead nobles of Dericost ruled the kingdom in secret, through living intermediaries. Eventually the Dericostian nobles, collectively called the Old Lords, were divided into two warring factions: the Latzimestal ("Lords of the World" in the language of the Falatacot) and the Filinuvekta ("Winds From Darkness"). The Latzimestal declared that ruling in secret was cowardly and hypocritical. The undead had power; let them rule openly. So saying, they seized the realm from the Filinuvekta, and launched an aggressive campaign of military expansion. They were ultimately defeated by a coalition lead by the Kingdom of Haebrous, under King Jailne, and the Empire of Yalain, under Empress Alaidain.


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A squat carnivore with bony spikes jutting from its back, it passes through several growth spurts during its life, growing larger and stronger at every stage. Its natural habitat is not yet known, but some have taken to dwelling in dungeons, where they like to feast on carrion and rats. The Shreth attacks with its spikes, hooves, and savage teeth. 


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No one knows the true form of the Slithis. They are encountered only as a small field of waving tentacles, erupting from soft earth and pools of stagnant water. The main body of the creature lurks somewhere underground, sight unseen. Based on the recovered journals of the undead general Anadil, it would seem that the Slithis are quite an ancient species, potentially of great importance. He noted that: ". . . the (Undead) believe the tentacled creatures are the spawn of the Great Ones." The mythical "Great Ones" referred to are the gods of the vanished Empyrean Falatacot people, who taught the arts of necromancy to later civilizations. The implication is that the Slithis, as we know them, are but the young offspring of far more eldritch and powerful creatures who have been absent from the world for many thousands of years.


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Phyntos Wasps may be brightly colored and beautiful to look at, but they are also a dire pestilence. These flying insects are huge, with wingspans of three to four feet, and are unafraid to attack vastly superior foes with their cruel stingers. They come in different colors, each of which can use a different magical attack and is found in a different environment, from deserts to forests to swamps. Their buzzing can be heard from a great distance. 


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The Mukkir are quite vicious and capable fighters. The Mukkir chitin is highly resistant to most forms of damage. It turns the slash of a sword and is flexible enough to hold up to the blow of a hammer. A properly aimed spear thrust, however, seems to be the most consistently effective attack. Research discovered that the Mukkir are actually Ruschk who gave themselves to the Living Shadow, resulting in the transformation of their form into their current appearance.


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These mysterious deep-sea dwellers are able to glide effortlessly through both air and water via unknown means. First seen following the appearance and defeat of an enormous Remoran known as the Leviathan, they are found exclusively on Vissidal and Dark Isle. 


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Golems are said to be remnants of Empyrean magic, left behind as guardians for their strongholds, both above and below ground. Once the Empyrean vanished, however, they became mindless automatons, attacking anything that comes near. They stand seven to eight feet tall, and are made of many materials, including earth, wood, water, ice, stone and metal. They bash with their club-like limbs, and also attack with magic.


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The scholars of the Zaikhal Arcanum originally titled the Grievvers "Gria'venir," after a race of spider-daemons in Gharu'ndim mythology. This was quickly slurred into something more pronounceable and appropriate. These spindly, agile creatures appear fragile, due to their thin limbs and slender profile. However, they are quite resistant to magic and are vicious in melee combat. A few varieties can even cast powerful magic themselves, and reports state that some spit acid, while others, through some unknown ability, produce lightning.


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The Gromnie is a ferocious, draconian predator. Breeds of different colors dwell in deserts, mountains, forests, glaciers and swamps, and some have also found their way underground. They stand from three to five feet tall at the shoulder. They are extremely aggressive and vicious, ravaging their victims with tooth and claw. In addition, they are known to spit various breath weapons -- fire, ice, lightning or acid, depending on their breed. 


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The three-eyed Monouga are highland dwellers who have also taken to living in derelict dungeons. They are aggressive warriors who fight with crude weapons and have a totemistic fascination with fire. Five to six feet tall at adulthood, they continue to grow as they age. Once they reach a certain size, however, their muscles can no longer support their weight. These frail "giants" are cast out into the wild, easy prey for other creatures. Some say that in certain valley in the direlands, Monouga of tremendous size and strength can be found, standing as tall as the trees. It is not known how they grew to such a size while retaining such incredible strength.


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Small flightless birds, these creatures are found mostly in the colder snow covered Halaetan Island. Do not be fooled by their cute nature, these birds can quicly attack an unsuspecting traveller with their belly slide. 


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Simulacrum are creatures created by taking the hollowed-out skins of other creatures and filling them with the energy and essence of the Virindi. These creatures work well as spies and use their appearance to cause confusion and mis-information among enemy races. Simulacrum usually take the human form, but any type of creature can be used when the situation calls for it.


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The iridescent Siraluun are omnivorous native fowl found only on the island of Marae Lassel. The smaller, more gregarious species are known to flock in large colonies along the island's coast, waterways, and belts of elani trees. They feed on small insects, seeds, and shellfish, although the larger versions have shown themselves capable of cracking the skulls of Carenzi pouchlings with a single rap of their sharp beaks. Always attracted to bright, shiny objects, the Siraluun line their fiercely protected nests with treasure plucked from their victims.


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The Thrungum are another one of those creatures who appeared on this world and little has been discovered about them. They do tend to hide out in dark caves and can be more ferocious then they appear.


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In fact, the Ursuin are rather erratic in their behavior, being quite languid in some instances yet driven to murderous rage the next, leading to the expression, "it is best to let a sleeping Ursuin lie." They have adapted to the new terrain quickly, each breed seeking out the regions for which it is best suited. Some people have taken to naming the different breeds of Ursuin by the territories they have migrated to. Only time will tell what impact this carnivore will have on the ecosystem of Dereth.


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The Ursuin are stocky, four-legged creatures that travel together in small packs. They stand anywhere from three to seven feet tall at the shoulder, though there are rumored to be even larger species. It is thought that these carnivores pursued some other form of fauna through a portal and ended up in Dereth. The Ursuin are natives of Ispar; however, this does not curb their aggressive tendencies towards other Isparians... or anything else for that matter.


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Aurochs, recognizable by their shaggy coats and log horns, roam the grasslands; they do not attack on sight, but will defend their herd of it is threatened.


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The Carenzi of Marae Lassel are feral, rodent-like subterranean stalkers. They excavate large colonies just below the surface of the plains, and burrow up near the surface to wait for prey to pass overhead. Once they detect close vibration through the topsoil, Carenzi hunters will boil up through the ground en masse to attack with savage fangs. A fight with one enraged Carenzi can quickly become a fight with four or more. Rare reports have surfaced of parties being attacked by packs of up to sixteen. They are communal creatures, with certain members assigned to sentry duty, others to excavating burrows, and so on. They are also, unusually, marsupial. Young Carenzi spend approximately four weeks in their mother's pouch, until their fangs grow out. At that point, they are evicted from the colony and are expected to make their way in the world. Many Carenzi pouchlings come together to form new colonies. Very few of these last, however. If not slain by Tumerok hunters or the larger varieties of Siraluun, rival colonies tend to devour one another in a carnivorous frenzy.


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As the Soul Crystals that had kept Bael'Zharon imprisoned were destroyed, Isparians encountered increasing numbers of Crystal Fragments wandering the face of Dereth. It would seem that the magic used to create the Soul Crystals was powerful enough to survive their shattering. These Fragments continue to wander the world, and judging by their persistent appearances, are somehow self-replicating.


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Mattekars are a strange, fur-bearing variety of reed shark found in the snowfields and mountains of Dereth Island. They are also known, among common folk, as "snow sharks." They are huge -- seven feet or taller at the shoulder -- and are found as lone rogues and small family units: the latter will defend one another to the death. They attack with claws, horns and teeth, and are particularly resistant to damage due to cold. 


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Tuskers are a race of eight-foot-tall, apelike brutes, named for the large tusks that jut from their lower jaws. They prefer to dwell in forests, although some have been found in the Direlands and elsewhere, as slaves of the mysterious Virindi. Tuskers fight in groups, bashing with their massive fists and kicking with their strong legs.


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The Armoredillo is a curious creature, covered in a hard shell bristling with bony, foot-long blades. They are solitary hunters, ranging in size from three to six-feet long. Different breeds dwell in deserts, plains, mountains, and shallow water. They attack with their beaked jaws and their spine blades. Their spinning attack is particularly devastating. It is rumored that skilled artisans can shape Armoredillo blades into wicked weapons. 


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Thousands of years ago, the Falatacot witches made visits to the world of Bur and influenced the direction of this world on a grand scale. They showed favor on a race called the Fiazhat, and the enemies of the Fiazhat -- the Burun -- were driven back and nearly rendered extinct. Over the long course of time, since the fall of the Falatacot civilization, the Burun have fought to reclaim their world. Their prophecies spoke of a time when the gates between worlds would open again, and they could take their vengeance upon the Fiazhat's gods. In Portal Year 15, an Isparian adventurer named Rage Lao accidentally triggered an ancient Falatacot portal beacon, re-opening the gates between Auberean and Bur. The first to come through were the smaller Ruuk Burun. Soon followed the mighty Guruk, and then the leaders know as the Kukuur.


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The chittick remains a creature of mystery to this day. Little has been discovered about the origin of these creatures or why they arrived on Dereth. One thing that is known, they are a threat at both a distance and close range.


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Dolls are believed to be an aborted Virindi attempt to emulate life. They are relatively small creatures, with masks more rounded than that of the typical Virindi. There does not seem to be any set variance for Dolls; people have reported seeing weak ones that were either broken or damaged, as well as extremely potent ones that can fell an adventurer with only a few blows. Their formidability can only be judged by how "pure" they are (purer ones being, quite honestly, purer killing machines). 


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Mostly created by mages as the embodiment of the mana of the world, Elementals come in a variety of types representing one or many of the elements of nature. They are able to reproduce through unknown means but still inherit the will of their forgotten Empyrean masters and faithfully guard their territories. They rely mostly on magic, even protecting themselves against their chief weakness, to take down any trespasser.


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Gear Knights hail from a world that is mostly artificial, appearing to have been crafted in layers over the original world's surface. Mana flows are surprisingly strong there, but markedly different in nature when compared to Auberean. This is demonstrated by the emergence of Aetheria, a form of coalesced mana which is the main form of sustenance for the Gear Knights. When the Yalaini originally made contact with the Gear Knights, they assumed the metal beings were some type of golem, but this was corrected and the Yalaini research team was told that the Gear Knights were the predominant race of the world. The race is very militaristic by nature, and some Yalaini debated (inconclusively) whether or not they may have originally been created as guardian golems for another race. Though they seem to be animated in a similar manner to Golems, they instead rely on a maze of small interconnected parts and gears, which allows them a far greater level of stability, and far less dependence on any sort of animating magics. 


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Ghosts are a form of Undead. But unlike the Undead, Mu-Miyah, and Skeletons, ghosts have no corporal form. Their bodies have long since crumbled away, leaving only a powerful spirit behind. Other ghosts are the tortured souls of Empyreans that now haunt the place where they died. Wherever one finds death on a massive scale in the history of Empyreans, from the volcanic island of Aerfalle to the doomed Dericost house of Mhoire, one will often encounter ghosts.


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A collective shudder of terror went through Dereth's mages when the Lugians discovered an ore with "anti-magic" properties. Imbued with deep resistance to magical power, this ore, known as chorizite, was quickly stolen by human adventurers and crafted into powerful weapons that could punch through magical protection spells as if they'd never been cast. As if that were not enough, somehow the Virindi managed to acquire their own supplies of chorizite. With them, they constructed a new breed of servitors: Hollow Minions, embodying the very nature of hollow magic. No enchanted armor could withstand their attacks, no mage-invoked protection could block their strikes. 


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It could be argued that Isparians of Dereth will be both your greatest allies as well as your greatest enemies. Not all Isparians joined the new kingdom as it was formed on Dereth. Some became plain thieves and bandits, others decided to follow and worship other creatures of these lands. When you see a fellow Isparian off in the distance, do not be so sure that he is your ally.


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When explorers first came upon the shores of the Vesayen Isles they knew little of just what dangers lay ahead; for there, under the final isle, rested the imprisoned form of Bael'Zharon, the dread Hopeslayer. Although confined to his crystalline prison, no doubt some of Bael'Zharon's presence leaked into the surrounding lands, tainting the isles with his evil. In proof, many of the isles' Idols, strange totemic figures carven to resemble Dereth's creatures, seemed to possess a secret, hidden life-force of their own. Such Idols felled many an explorer who believed they had overcome all odds to reach a hidden treasure -- only to have one of these towering creations come bursting to life! 


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Knath'taed appear as translucent slabs of crystal. They remained another inexplicable wonder of Dereth until the opening of the Caverns of Laeraa in Harvestgain of Portal Year 11. While the town of Xarabydun was built in the upper levels of the cave complex, adventurers recovered literature from the old Empyrean archive in the lower levels. This revealed that the Knath are actually the result of "slippage"; that is, the mana released into the environment when a mage fizzles a spell, This "spilled" mana seeps into the ground, occasionally animating certain types of crystal.


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Lugians, a race of colossal gray giants, were among the first arrivals on Dereth. They are massive and strong, with the average Lugian being eight feet tall and weighing half a ton. They live, for the most part, in the Linvak Mountains in the southernmost reaches of the island, but rogues and scouts have been sighted in dungeons elsewhere. Lugians are determined, single-minded fighters. Their substantial fists, and even more dangerous weapons, can crush a common Isparian with a single blow.


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The margul are a creature not native to any land. These vicious creatures were created from the blood of Bael'zharon by the sorceror Ler Rhan. They were created to become the children of Bael'zharon and to share in his image. The evil of Bael'zharon can instantly be seen by any adventurer unfortunate enough to find himself staring into the eyes of these beasts.


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Marionettes are strange constructs that appeared in Dereth in Portal Year 12. Most have no idea where or when they began to appear, only that they can now be found in the deeps of the A'mun desert. Some whisper that the Virindi have something to do with their sudden appearance, and look with fear at the empty crypts of the desert. They are creatures to be feared, for all types can cast magic, and are extremely resistant to cold and lightning.


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Mosswarts are humanoids from the same world as Drudges, Tumeroks and Banderlings. In Dereth, they live in various swamps and marshes, particularly in the Blackmire Swamp between the Sho and Aluvian lands. They have also infested many ruins and damp catacombs. They are small, fight with claws, spears, swords and javelins, and are fearless when cornered. While the weaker mosswarts have no ability to manipulate mana, some colonies have magic-using shamans, and all of the fanatical, idol-worshiping Mosswarts of the Vesayens and Direlands swamps are potent magic users.


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Olthoi are a scourge upon the land: insectoid engines of death standing from seven to eight feet tall. They are responsible for the Empyrean's flight from the world, and until recently ran rampant across Dereth. Their numbers have diminished since Elysa Strathelar and Thorsten Cragstone overthrew them, but they can still be found deep in their dark, underground hives. Olthoi are fast, vicious fighters, impaling victims with their huge digging claws and eviscerating them with their smaller, razor-sharp talons. Once they choose a foe they continue to attack until that foe is dead. To them, anything that is not an Olthoi is either prey or a potential slave. 


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Rats are as much a fact of life on Dereth as they were on Ispar. The rodents in this world are of unusual size, however, being two or more feet from nose to tail. While most are easy to kill, they can still be daunting when they attack in swarms. They dwell on the fringes of human habitation, and have also overrun many shallow dungeons. They attack with startling speed, leaping to sink their teeth into their victims. 


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Rifts are enigmas that only recently began to confound adventurers. Some people believe they are "intelligent portals" that have taken umbrage at the superabundance of portal magic use in Dereth. Others believe they are Virindi in their true form, a theory supported by the mask that floats in the light surrounding the Rift. Either thesis could be valid; certainly the Rifts are not answering any questions. They also have the ability to summon Virindi and Virindi-allied creatures to aid them in combat. This last ability is what makes them dangerous.


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Appearing during the autumn season, these manikins of sticks and straw seemed benign enough. . . at first. Believed to have come through the same portals that draw the Isparians to Dereth, many took these Scarecrows for a touching reminder of home. Until, that is, suspicion grew about these pumpkin-headed figures. Were they indeed drawn from the world of Ispar, or simply Virindi-crafted puppets? 


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The tale of the Shadows is long and still unclear in many respects. Three thousand years ago, an Empyrean named Ilservian Palacost gave himself over in service to an ancient, nameless power of darkness and madness. He became known as Bael'Zharon, the "Slayer of Hope" in the language of Asheron's people. Ilservian's followers were changed into Shadows. The first Shadows, then, were Empyrean, corrupted by the same force of chaos that empowered Bael'Zharon. These Shadows fought a vicious war against the ancient Empyrean and nearly destroyed them. Only the actions of the Yalain Mage Council and Asheron saved the race from absorption or destruction. Since then, the Shadows have captured and corrupted many humans into members of their ranks. It is known from historical records that in the last war, the Shadows similarly twisted several Gromnatross -- the adult form of Dereth's Gromnies -- into the Shadow Spires.


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Shallows Sharks are a mutant breed of Reed Shark found along the shores of lakes and rivers. They look similar to their land-dwelling cousins, but are smaller and even more savage. They often lurk in shallow water, hiding until prey comes near. They do not like to share their territory with other creatures, including land-dwelling Reed Sharks.


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The Reedshark is a peculiar carnivore, a six-foot-long, hairless doglike creature with two forelegs and a single, strong hind leg. It also sports a fin-like crest on its back: the sight of these fins moving through the swamps is what gave this creature its name. They attack in packs, and fight quickly with claw and fang. They can be found nearly anywhere, except for mountains and waterways. Tumeroks are known to keep them as "guard dogs." 


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Many claimed these were less some form of Snow Golem and more strange creatures drawn from Ispar into Dereth. Appearing during the winter months, many Snowmen added a festive spirit to the season; in fact, it was rumored that one hidden Snowman vendor even sold unique and frosty food. Other Snowmen, however, proved less than jolly, demonstrating just how much damage a hurled ball of ice could cause.


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The statues of Ispar were used as decorations to inspire loyalty in the depicted, awe towards the sculpter, or praise for the people at-large. This is not always the case in Dereth where statues often inspire nothing more but trips to the lifestone. Many statues in Dereth act as guardians, whether intended or not, and often strike adventurers on sight with brutal physical assaults and some can even unleash devastating magical spells.


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In return for doing the bidding of the Virindi, the Hea are granted Virindi weapons and passage to the freedom of mainland Dereth. It is "Hea Arantah's" warriors who have bedeviled humans for so long. The loose siege maintained around Dryreach, for example, is used by the tribe as a brutal training ground for new warriors. But there was one last condition of this bargain. In order to serve as "infiltrators," the Virindi altered the bodies of the Hea from their natural form to something more human.


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As humans always arrived on this world on Osteth, the Tumeroks always arrived on the Marescent Plateau of Marae Lassel. This trapped them on a much smaller landmass. They found themselves in a life-or death struggle with the brood of a second Olthoi Queen - not the one slain by Thorsten Cragstone and Elysa Strathelar. The Tumeroks found a way to pen in the Olthoi (which they call "Wharu") that was as idiosyncratic as their culture. Perhaps they could have lived in peace, if the Virindi had not discovered them. The cloaked creatures struck a deadly bargain with Aranpuh, an embittered young outcast. Aranpuh was taken and altered - perhaps the same alteration chronicled by the Aluvian Candeth Martine. So empowered, Aranpuh returned with a host of other angry young Tumeroks, and seized control of the Hea tribe.


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Timaru is the capital city of the Aun Tumeroks who have made peace with the Isparians and their allies. It is located on the Marescent Plateau of Marae Lassel. Sitting atop an even smaller plateau, Aun Firanauri the Gate Keeper vigilantly guards the town, and will not allow entry to anyone who has offended the Aun Xuta.


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In the days before Elysa Strathelar defeated the Olthoi Queen of Dereth, a group of enslaved Isparians, led by the the Aluvian cousins MacDugal and MacNiall, managed to escape the Olthoi. After illuding the pursuing Olthoi, they came across an unstable looking portal. MacNiall wished to enter it, while MacDugal was skeptical, reminding everyone that mysterious portals are the reason they were on Dereth and had been enslaved by the Olthoi. During the argument, they were found by the Olthoi. So the group broke, some following MacNiall into the portal, and others following MacDugal into the foothills. MacNiall's band found themselves on the Vesayen Isles, and met up with another band of escaped slaves there led by the devout Jojiist Zenzaburou Hensu and an Aluvian named Vanten who followed the Code of Pwyll. The two groups lived together for a time in Kryst, but MacNiall and his followers decided that they could no longer live with the traditionalists and, and they put it, their unthinking adherence to outdated moral codes. So they trekked deeper into the jungles, and eventually settled MacNiall's Freehold on a small, safe island.


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Oolutanga's Refuge is found on the tropical islands of Aphus Lassel. For many years, tuskers were taken by the Virindi and used as guards, slaves, or in their experiments. One such tusker is Oolutanga, a test subject of the rogue Virindi Aerbax. Oolutanga was gifted with incredible strength and size, magic, and intellect. He used his new abilities to escape from Aerbax's laboratory, and he fled across the sea to Aphus Lassel. Eventually, other tuskers were freed from the Virindi, and they live with their human worshipers in Oolutanga's Refuge.


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Founded in 12 PY by Gunther Danby the cook and his wife Greta the bowyer, Danby's Outpost is a welcome stopover for those on the way to the Dires.


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An Aluvian outpost located within the Dires, Fort Tethana has been plagued with attacks from renegades. At one point the commander at Tethana reached out to the Viamontians in search of assistance. Instead of receiving help, the commander was turned mad and hope of the fort ever being freed seemed lost. 


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The Fiun Outpost is the last flicker of the Fiun society in the universe. They were once a powerful race of magic users who ruled over their home world. They thought themselves to be the masters of all, and attempted to create life. What they created instead was the Eater. This beast destroyed their world, and only a lucky few escaped when they were called by a mysterious portal that brought them to the Halaetan Isles. 


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Silyun is the home of the remnants of the Duke of Bellenesse's rebellion. While their war is over, these Viamontian rebels still quietly urge those to join their cause.


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The Sho are a people for whom duty and self-discipline are the highest virtues. Though generally peaceful, they have raised warfare to an art form and a philosophy. While they are slow to be moved, they make formidable enemies - or lifelong friends. 


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Aluvians are a fiercely individualistic and warlike people, quick to anger but with a strong love of justice and fairness. Though often suspicious of things new and strange, they are friendly and always prepared with a little help if they can spare it. They are loyal to their feudal lords, but expect to be well-treated in return. 


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Desert-dwellers who favor knowledge and trade over war and bloodshed, the Gharu'ndim are an eminently honorable, formal culture, but they also have a reputation for being somewhat distant and proud. Preferring to talk before fighting whenever possible, they speak with great politeness and formality, peppering their speech with honorifics and references to their national hero, the poet Yasif ibn Salayyar. 


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An Empyrean device which stabilizes Portalspace energies within a limited area.  These were originally used by the Lyceum at Knorr in order to help attune Portal Magics to new locations, though this one is attuned solely to stabilize the Portalspace fluxuations caused by the Apostate Virindi.


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Your versatility is increased. All of your skills are increased by 5. This augmentation cannot be repeated.


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This sword seems well worn and is covered with slime from the sewers. You notice an engraving on the hilt that looks like it says "Samuel".


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A Mnemosyne, plucked from the decomposing form of Battle Lord Gregor, the Undead General overseeing the Gurog.


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A certificate that grants the bearer a 20,000 luminance. Bring this certificate to an Agent of the Arcanum. 


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A certificate that grants the bearer a full level of experience. Bring this certificate to an Agent of the Arcanum. 


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A certificate that grants the bearer all level 8 war and void spells. Bring this certificate to an Agent of the Arcanum. 


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A certificate that grants the bearer all level 8 creature spells. Bring this certificate to an Agent of the Arcanum. 


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A certificate that grants the bearer all level 8 item spells. Bring this certificate to an Agent of the Arcanum. 


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A certificate that grants the bearer all level 8 life spells. Bring this certificate to an Agent of the Arcanum. 


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A metallic symbol taken from the Dark Falatacot, Izexi. The symbol is crafted from a material unlike any you have ever seen. 


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A cracked piece of the Blazing Crystal. It feels warm and glows brightly. Bring this to David in Frost Haven.


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A tusk plucked from a dead Snow Tusker Leader. Brighteyes, the tailor at 2.2N 95.6E in Oolatanga's Refuge on Aphus Lassel collects these.


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A small multi-colored crystal from deep within the Spirited Halls. Rinne Gorber will be very interested in this item.


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This broken mask shard was taken from the Curator of Torment in his catacombs deep under the Obsidian Plains.


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Pack Gurog can be placed on floor and yard hooks, where he can spread the holiday spirit throughout your home.


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The helmet ripped from the corpse of Tremb'Orh. Give this item to the Master of the Gauntlet for a reward.


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A Gromnus Eye plucked from the skull of the Gromnus Champion. Give this item to the Master of the Gauntlet for a reward.


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A certificate that grants the bearer all level 6 ring spells. Bring this certificate to an Agent of the Arcanum. 


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A certificate that grants the bearer all wall spells. Bring this certificate to an Agent of the Arcanum. 


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A large, ancient ring, worn and battered.  The symbol of House Mhoire is still faintly visible in the carnelian stone setting.


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A delicate, ancient ring, worn and battered.  The symbol of House Mhoire is still faintly visible in the carnelian stone setting.


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A fine porcelain platter, painted with delicate Sho designs in indigo. This platter belonged to Worcer's mother, June, before she was slain by Tumeroks in the Holtburg Redoubt.


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An odd machine made of a strange, silvery alloy. This item has no apparent use, but it can be hooked on the floor.


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A warm wood stove guaranteed to ward off cold winter nights. A slight hint of chestnut seems to linger around the stove.


value:
This hook is owned by Kalar Soarfire. It contains: 
A small portal lives inside the body of this hibernating K'nath. When used, the portal will send the caster to a K'nath lair.


value:
This hook is owned by Tika Waylen. It contains: 
A banner depicting the heraldry of the Society of the Celestial Hand.


value:
This hook is owned by Char Ming. It contains: 
A statue sculpted in the likeness of the vanquished Colosseum Champion, Gladiator Diemos.


value:
On the surface, a plain, non-descript key.  Closer examination reveals a faint, intricate geometric pattern nearly worn away.


value:
This key holds the misshapen figures of beasts and people.  It is used somewhere in the Swamp Temple of the Direlands.


value:
A brass key with the words "To Lost Distillery" engraved on the side. Upon closer examination you notice a distinctive seal on the other side.


value:
This key is a sturdy iron key that looks like it might fit a variety of chests, of the type used to hold valuable treasure.


value:
A key found on Ithaenc. Although its surface is quite overgrown with moss, you can see bright silver metal beneath, and what appear to be intricate designs.


value:
A small hammer. The head looks brittle and small as though it could be used in the crafting or collecting of gems.


value:
This key is a sturdy steel key that looks like it might fit a variety of chests, of the type used to hold very valuable treasure.


value:
This key was crafted to fit the locks of several special chests within a treasure hold created by High Queen Elysa.


value:
It is thought that the great assassin Hamud ibn Rafik crafted this key to help him in the execution of his dark deeds.  It will open any locked chest or door.


value:
Double-click on this key, then click on the Library door to unlock it. Double-click on the door to open it.


value:
This key unlocks the Pathwarden Supply chests that can be found in Holtburg, Yaraq, Shoushi, and Sanamar.


value:
This key was found on a Falatacot who was acting as the warden of the lower catacomb prison. You suspect it can be used on the prison doors in the area.


value:
This key will open the Grand Casino Chest in any of the casinos. The employee who dropped this is certainly in a heap of trouble.


value:
Use this key on one of the chests located near to the Promotions Officer within the Society Stronghold.


value:
This gilded key still shines golden, even in the dim light of the dungeon.  It unlocks a door in the Rogue Delvings.


value:
Use this key on one of the chests located next to the Vault Keeper in the Promotions Hall of your Society Stronghold.


value:
The head of the vicious penguin Tiny. The eyes appear to be looking towards the door to the east of Tiny's lair.


value:
This key will open the Exquisite Casino Chest in any of the casinos. The employee who dropped this is certainly in a heap of trouble.


value:
These lockpicks, carved from gems, seem to be perfect in every way. It is as though the pick was waiting to be found within the crystal. They seem to guide your hand with greater ease when used on locked objects.


value:
A double-headed battle axe, dripping with vitriol. The handle appears to be made of ivory inlaid with tourmaline.


value:
A battle axe shaped out of an armoredillo spine. Mysterious electrical impulses flare along the blade of the weapon.


value:
A jo hewn from the heart of a Wood Golem. Some of the animating principle of the golem remains - electricity coruscates along the jo.


value:
A spear made from the horn of an auroch. Mysterious electrical impulses flare along the shaft of the weapon.


value:
Death Items, by Azrakin(tm)                                                  "I don't just make the Items, I use them myself!"


value:
~Shadowsbane~                                                         Presented to Jungle Souljah for his keen form in combat and keen mind in questing


value:
http://cod.xrgaming.net/lore/empyreans.shtml  http://cod.xrgaming.net/lore/unknown.shtml 
53.7N 76.6W


value:
A reddish steel silifi haft, splintered at the blade end. There are three notches on the remaining length of the haft, though there may have been more previously.


value:
A reddish steel silifi haft, with obvious repairs made on the blade end. There are three notches on the original length of the haft, though there may have been more previously. It awaits the addition of a permanent blade.


value:
The Sword of Lost Light, infused with blue, white, and red fire from the volcanoes of Lethe, Esper, and Tenkarrdun.


value:
An axe crafted from low-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
A dagger crafted from low-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
You run Thudd through!You run Ta' through![General] Ta' says, "yeah rain wolf is still a faggot
Thudd says, "ur a bitch eh rainwolf"


value:
A katar crafted from low-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
A katar crafted from pure chorizite, imbued with powerful magic, but resistant to further enchantment. (Note: This weapon is unenchantable.)


value:
A staff crafted from low-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
A staff crafted from pure chorizite, imbued with powerful magic, but resistant to further enchantment. (Note: This weapon is unenchantable.)


value:
A spear crafted from low-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
A sword crafted from low-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
A sword crafted from pure chorizite, imbued with powerful magic, but resistant to further enchantment. (Note: This weapon is unenchantable.)


value:
A flaming sword, wrought from magically-reinforced silver. Its ivory haft is inscribed 'Ashbane,' and bears the name of Leikotha Arenir. 


value:
7 - 10 +4d +2a staff 4, end 4, magic resist 3, sprint 5, armor 3, coord 4, +30 stamina diff 180 staff 280+


value:
A sturdy wooden staff, worn smooth. It is inscribed, "I found this branch scoured clean by the winds in the High Desert of my birth; a gift rendered unto me by Isishaa, god of the devouring sands. In eternal debt to his forbearance, I wield this weapon. When he calls, my bones shall fall into his dry embrace as this tree once did."


value:
"Do with the blood as thy will, outlander. My true form stays close to my master, who you cannot kill!"-- Black ferah


value:
The Sword of Lost Hope pulses with twisted energy.  The weapon seems to coruscate with the power of Ilservian's blood.  The Light has been forever dimmed, and the weapon is now empowered by the essence of the Hopeslayer.  It will no longer accept infusions of light.


value:
An object covered with centuries of accumulated filth. While it is shaped vaguely like a dagger and may be used as such, it doesn't look like that was its original use.


value:
A Large Dread Mattekar Claw, fitted for human use, its claws are a deep red.  When you clench your hand, the claws light with a crimson flame.


value:
Bask in the glow of your purity. [Note: You must have Spear specialized to use the magic on this item, in addition to the other requirements]


value:
A strange glowing sickle that crackles with energy.  Its unusually sharp edge seems as if it could inflict devastating wounds.


value:
A vicious-looking riding crop, made from the skin of an ebon gromnie. This was wielded by the Hea huntmaster Tuperea when disciplining his pack of hunting reedsharks, although it doesn't look to have been used much. There is stitching on the handle which reads, "Crafted from the hide of my first gromnie prey, snared in my first hunt upon the plateau. With this, I am accepted into Aranpuh's new order. Soon we shall return to the Hea xuta in glory." - Tupepuh


value:
A hefty harpoon made from the spine of an ebon gromnie found on the Marcescent Plateau of Marae Lassel, and bound in bands of coldly glittering chorizite. This example can be used as a spear. It was crafted with fine balance by the famed Tumerok hunter Ralirea, of the Aun xuta, and rewards a talented user. The hunters of the Aun often use these weapons in hunting and fishing.


value:
A small, flimsy looking blade for precision slicing. It appears to be made of pure diamond. As you peer at it, a swathe of tiny, three-dimensional geometric shapes briefly flash violet within the hilt, and a hollow voice in your mind intones, "Puppet, this reconfiguration has been specially prepared and left for your use. Use on captured meat beings. It will ignore the flesh-enhancing energy patterns they utilize. You will still have to peel their artificial exoskeletons away."


value:
A mace with a small loop at the end, allowing it to be hung from something. There is a fine inscription along its length - "Marae Edare," in the script of Yalain.


value:
A lovingly carved taiaha, fused to a living figurine. The creature slowly opens its eyes and glares at you.


value:
A beautifully carved axe. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A beautifully carved dagger. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A beautifully carved mace. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A beautifully carved spear. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A beautifull carved staff. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A hafted, crest tipped banner with a Falcon on it.  It is somewhat tattered, and the colors seem to be washed out.


value:
An Axe made with a sharpened piece of volcanic rock.  The blade seems to be unevenly cut, however it is still quite sharp.  The handle seems to a be a worn, old Golem Jo.


value:
The leg of a Relic Bones.  It is inscribed with runes, and the entire bone seems to have a ruddy hue.


value:
A large chunk of volcanic rock with a middle thin enough to grasp.  There is a slot in the rock that you think a haft may be able to fit into.  (Give it to a trophy collector to transform it into an axe)


value:
A bleached staff with strange faces carved into it.  Some seem to be Lugian, some Isparian, and others simply have blackened out faces.  The staff seems to be a collection of the faces of the foes the former owner defeated in combat.


value:
A crystalline sword, made out of a what appears to be a shard of the original soul crystal.  It is cold to the touch, and seems to glow with an inner radiance.


value:
A basic battle axe forged in the Strathelar Training Academy. This item can be used on an item hook.


value:
With this I shall cleanse the vermin from the world. Then shall I strike the final blow through Asheron's heart. 


value:
This silifi has been modified to hold a fourth gem: the Ruby of Crimson Night.  It can only hold on Ruby of Crimson Night.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Hoary Armoredillo. It is fitted with the rubies Al-Khur, Mahwan, and Sulmada.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Plate Armoredillo. It is fitted with the ruby Yujazik. There are notches for two more.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Plate Armoredillo. It is fitted with the rubies Al-Khur and Yujazik. There is a notch for one more.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Plate Armoredillo. It is fitted with the rubies Al-Shajar, Mahwan, and Yujazik.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Plate Armoredillo. It is fitted with the rubies Al-Khur, Mahwan, and Yujazik.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Plate Armoredillo. There are three notches on the haft.


value:
The leg of a Relic Bones.  It is inscribed with runes, and the entire bone shines with a ruddy flame.


value:
A large chunk of volcanic rock with a middle thin enough to grasp. The fiery interior can be seen through cracks in the stone. There is a slot in the rock that you think a haft may be able to fit into.  (Give it to a trophy collector to transform it into an axe)


value:
A spear crafted in the semblance of a large snake.  The eyes seem to be crafted from some sort of gems, and acid drips from the fangs.


value:
A bleached staff with strange faces carved into it.  Some seem to be Lugian, some Isparian, and others simply have blackened out faces.  The staff seems to be a collection of the faces of the foes the former owner defeated in combat. Lightning crackles among the mouths and eyes of the carved faces.


value:
This scepter was wielded by the Elders of the Sentinels of Perfect Light. Ornate and ostentatious it appears to have been more a badge of office than a martial weapon.


value:
This weapon was wielded by the Sentinels of Perfect Light in their stance against the darkness after the return of Asheron to the Knorr Lyceum. The blades have been crafted to represent the crescent shape of Alb'arel and Rez'arel.


value:
An acidic quarterstaff, wrenched from the dying hands of the beautiful and wise Mite Warrior Queen after she was cruelly and maliciously slain in her own home by a wanton marauder.


value:
A claw infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
A dagger infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
A mace infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
A spear infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
A sword infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
A glittering blade, shining with the power of the Light, set into a slate grey hilt. This sword has a razor-sharp edge.


value:
The Sword of Lost Hope.  The weapon seems to coruscate with the power of Ilservian's blood.  The Light has been forever dimmed, and the weapon is now empowered by the essence of the Hopeslayer.  It will no longer accept infusions of light.


value:
The Sword of Lost Light, infused with blue fire from Mount Lethe and red fire from Mount Tenkarrdun.


value:
The Sword of Lost Light, infused with white fire from Mount Esper and red fire from Mount Tenkarrdun.


value:
An acid mace crafted by the Renegades. The head appears to have been skillfully carved out and the cavity contains elemental acid. Despite it's delicate look the mace is unusually strong and resilient.


value:
A banderling arm, treated with various resins and other hardening lacquers. This appears to be a well balanced weapon, not unlike a sword.


value:
Repo says, "Scuba hax though... he has an axe.  That's cheating"  
Soulo says, "put it away"
The Mystic Rogue says, "Scuba cant swim"
The Mystic Rogue says, "he lives a lie"


value:
An axe infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


value:
This staff belonged to Gikar. The fell beast used the staff as a focus of some kind, but out of its hands has become fairly mundane.


value:
A strange glowing sickle that crackles with energy.  Its unusually sharp edge seems as if it could inflict devastating wounds.  (uses Axe skill)


value:
Crafted by the Falatacot, this stunning and sharp blade looks as though it could easily pierce flesh.


value:
A spear crafted from a fragment of the arm of the Marionette, Yaja. A bony talon extends from the point.


value:
A beautifully carved cestus. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A beautifully carved sword. Fuse this with a triple totem to create one of Palenqual's living weapons.


value:
A small, flimsy looking blade for precision slicing. It appears to be made of pure diamond. As you peer at it, a swathe of tiny, three-dimensional geometric shapes briefly flash violet within the hilt, and a hollow voice in your mind intones, "Puppet, this reconfiguration has been specially prepared and left for your use. Use on captured meat beings to peel their artificial exoskeletons away."


value:
A mace crafted to look like the Mosswart relic, The Hand of Vagurat. A small stamp on the hilt reads: A Ketnan Product.


value:
A spear modeled after the Mosswart hero Kreerg's. A small stamp on the shaft reads: A Ketnan Product.


value:
A vile looking mace. Blades have been fashioned to the flange head to allow for the weapon to flay flesh.


value:
A vicious looking dagger of Dericostian design, with a cruel serrated edge. There is old, dark blood on its blade. Found in the reservoir on Aerlinthe Island. This weapon is unenchantable and ignores modified armor and protection values.


value:
This mace was received as a reward for helping Ishaq the Natural Philosopher recover his lost key, thus allowing him to continue work on his manuscript, Volume 12 of "The Peculiar Nature and Behavior of Derethian Fauna with Especial Emphasis on Cross-World Speciation".


value:
Inscribed spell: Corrosion VII
Sends a bolt of corrosion towards the target. The bolt does 360 points of damage over 15 seconds.


value:
A mace once wielded by the ancient slave Hiranaith, and touched by the seething energies of his brother Farelaith.


value:
A spear once wielded by the ancient slave Baranaith, and touched by the seething energies of his brother Farelaith.


value:
An axe once wielded by the ancient slave Korogaith, and touched by the seething energies of his brother Farelaith.


value:
The core of this staff is made of bone and the outside is plated with the skin of a Titanium Armoredillo. Despite its weight, it feels light -- as if it seeks to whirl away on its own, slashing the very air to ribbons. 


value:
A set of fighting knuckles crafted by Silveran smiths, once commissioned by Varicci on Ispar for the Royal Armory.


value:
A fine sword crafted by Silveran smiths, once commissioned by Varicci on Ispar for the Royal Armory.


value:
A jitte used by Sho Peace Officers back in Ispar.  This jitte both binds the officer to following the laws they are sworn to uphold and enhances them to better serve the law. Should the Officer stray from the law this jitte will harm the wielder in order to show them that crime does not pay!


value:
A crystalline sword, made out of a what appears to be a shard of the original soul crystal.  It is cold to the touch, and seems to glow with an inner radiance. This weapon has been enhanced by Belinda du Loc


value:
The leg of a Relic Bones.  It is inscribed with runes, and the entire bone shines with a ruddy flame and is enhanced by Belinda du Loc.


value:
A spear crafted in the semblance of a large snake.  The eyes seem to be crafted from some sort of gems, and acid drips from the fangs. This weapon has been enhanced by Belinda du Loc.


value:
A bleached staff with strange faces carved into it.  Some seem to be Lugian, some Isparian, and others simply have blackened out faces.  The staff seems to be a collection of the faces of the foes the former owner defeated in combat. Lightning crackles among the mouths and eyes of the carved faces. This weapon has been enhanced by Belinda du Loc.


value:
The Silifi of Crimson Stars, its blade repaired using the spine of a Plate Armoredillo. It is fitted with the rubies Al-Shajar, Al-Khur, and Mahwan.


value:
A light, beautifully crafted Tachi, engraved and enameled in imagery dedicating the weapon to the Grace of Unicorn.


value:
This normal Burun fist has had mucor-altered granite applied to it, resulting in a magically enhanced weapon with unique magical properties.


value:
This butter knife has mystic runes carved upon it, which probably mean something like, "Get ye hence, foul minions of dough!" Or, maybe, "Eat at Chow's." Anyways, it's supposed to be very good at destroying creatures that are made primarily of food. It also works on sentient ovens, for some reason you don't understand.


value:
A sword mostly composed of a white-hot flame. Lightning striking between the free floating metal sections that the flames coalesce around.


value:
A crystalline dagger, crafted from a shard of the dagger carried by the strangely altered Banderling, Harraag.


value:
A replica of the sword, BloodScorch, carried by Lord Cynreft Mhoire, the Cursed Lord of House Mhoire.


value:
This modest staff seems to be constructed primarily out of the enigmatic anti-magic ore known as chorizite.  However, the staff holds more powerful enchantments than should ordinarily be possible on chorizite weapons.  It seems to have crystallized out of a mysterious essence that has shown itself to be quite thirsty for the mana that runs through the blood of magically trained humans. 


value:
This spear bears the design of the broadhead infantry spears often used by the legions of Viamont.  It is endowed with a suite of spells that make it a truly devastating melee weapon.  However, the magic is so powerful and so strange, the spear seems to be on the verge of imploding, and the chaotic magic contained within it seems to make it resist any form of human enchantment. 


value:
A sword carved from the razor-sharp pincers of the Colosseum champion, the Olthoi Demon Swarm Matron.


value:
An axe, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A katar, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A spear, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A sword, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A powerful but unstable weapon made from congealed Portal Energy, pulled from a rift into Portalspace itself.  The origin of these weapons is unknown, and they do not survive exposure to Dereth for more than a few hours.  (This weapon has a 3 hour duration from the time of its creation.)


value:
The blighted energy that infuses this claw also consumes it after 24 hours. The blighted weapon hungers for the blood of Isparians and the weapon is much more effective against them.


value:
The Sword of Lost Light, infused with the fire from the volcanoes of Lethe, Esper, and Tenkarrdun, and then empowered by the Radiant Mana drawn from the depths of the Dark Isle.


value:
The Empowered Sword of Lost Hope pulses with twisted energy.  The weapon seems to coruscate with the power of Ilservian's blood, which has mixed with the now corrupted mana it has been further empowered with.


value:
An enchanted and highly elegant hand-to-hand weapon, blessed by the Master of the Tanada House of Fire.


value:
The Empowered Sword of Lost Light, infused with the power of the Paradox-touched Olthoi, which is deadly to normal Olthoi.


value:
The Empowered Sword of Lost Light, infused with the power of Shadowfire, which is deadly to Shadows.


value:
The Empowered Sword of Lost Light, infused with the power of House Mhoire, which has been attuned to be deadly to Skeletons.


value:
A poniard with a keen edge used by Selaina the Subtle the leader of an unnamed fraternity of assassins.


value:
A two-handed replica of the sword, BloodScorch, carried by Lord Cynreft Mhoire, the Cursed Lord of House Mhoire.


value:
A heavily enchanted flaming sword, wrought from magically-reinforced silver.  The magics are so elegantly inlaid into the weapon that there is no visible enchantment on the blade.  Its ivory haft is inscribed 'Ashbane,' and bears the name of Leikotha Arenir.


value:
A fine two handed sword crafted by Silveran smiths, once commissioned by Varicci on Ispar for the Royal Armory.


value:
A basic two handed spadone forged in the Strathelar Training Academy. This item can be used on an item hook.


value:
Asheron's Call November 2, 1999 - January 31, 2017. Until we meet again in the next AC! :) - P.S. Klein is still a dirty bitch. 


value:
A blade once wielded by the royal decapitator. It is said that this blade has seen the blood of more royals than any other sword in history, recorded or otherwise.


value:
An ancient axe of lugian design. This axe is well balanced, extremely sharp and can easily be used to cut through hoards of monsters.


value:
A staff, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A great sword, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A mace, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
At the edge of the known world live the Souia-Vey, fierce warriors from the high steppes. Little is known of these people except that they were fierce and lethal warriors who sold their services as mercenaries and quick-striking raiders to the other nations of the Ironsea. Until recently it was widely believed that the Souia-Vey bartered or stole their weapons as they were thought to only possess rudimentary blacksmithing skills.  The Bearded Axes of Souia-Vey, however, have been verified to have been smithed by the warriors of Souia-Vey themselves.   Although the axes may appear primitive, they are of surprisingly sturdy construction and can easily penetrate the thickest of armors.


value:
When Sir Borlac di Lotila led the knights of the Bull against the Souia-Vey warriors of Vessenjhe, he did so with an ancient weapon at his side - a weapon rumored to be carved from the very bones of the fabled Weyrava. The axe had known many names throughout the years, names both poetic and bloody.  But those names were lost to Sir Borlac. He simply called it Smite, for that is what it did.  Sir Borlac met the Vessenjhe on the plains of northwest of Gharu'n, and though he was well past the prime of his life at that time, he wielded Smite with a ferocity and skill envied by the younger and hardier knights at his side, and single-handedly slew every last Vessenjhe himself... or so the tales say.


value:
This dagger was created by a barbarian hedge wizard in the untamed territory between Milantos and Souia-Vey.  The wizard used it as both a weapon and as a device for channeling his magical power.  Somehow, the dagger ended up in Dereth, and it has developed a unique counter-reaction to the magical energies of the new world.  It acquired the rare and deadly ability to punch through the magical protections afforded by Life Magic.  At the same time, it seems to mark its bearer as a sort of magical lightning rod -- as if the force of the world's magic itself is taking vengeance against the offender.


value:
This is a sacred blade of the Zharalim, carried only by Masters of the order. Its razor sharp blade is designed to create a wider, more deadly wound than an ordinary straight blade.  It is said that Rafik ibn Jaraz, a legendary Master of the Zharalim, slew six Viamontian royal guards in six steps, wielding this blade and using his "Wind and Smoke" technique. 


value:
                                                                                      * * * The Ygg Beater * * *


value:
Tirethas, the City of Lore and site of the Imperial Academy of Magic, was once home to the greatest concentration of mages and scholars in all of Ispar.  It seems the many students at the school were often unruly, causing havoc throughout the city. Unable to deal with the magical mayhem, the local guards petitioned the academy council for help. The result was the creation of these batons, given out to the guards of the city.  After many a bruised ego, order was once again restored to Tirethas.


value:
The Subjugator is a weapon that has made its mark upon history.  The founder of the Roulean Empire, a warlord named Maleksoros, wielded this mace as his personal battle-weapon.  With the Subjugator, he personally defeated the leaders of every neighboring tribe, forming the seed of the Empire that would spread out to conquer almost all the known world.  Since then, the mace came to represent royal authority in all of the lands conquered by Maleksoros and his successors.


value:
At first glance this would appear to be a normal spear, until you look closely at the plant-like carvings. When striking, the carvings come alive and leak a caustic liquid upon the target.  The first to discover this painful property was Archophon, the greatest gladiator in the history of the Roulean games.  He accepted a challenge from an unknown Silveran.  Archophon died, screaming, at the end of this spear.  After the match, the Silveran was never seen again.


value:
This stout wooden staff is shod with iron on both ends. Intricate designs of vines adorn the staff, making it both functional as well as attractive. This staff seems to feed off of the energy of its user, which is not uncommon among the weapons of the Milantans.


value:
Seemingly made from ice, this sword first appeared in a conflict between Milantos and Souia-Vey.  It is said that long ago, the Milantan sorcerer-king Karuz had come to the conclusion that the secret of eternal life lay in the blood of the hardy steppe warriors of Souia-Vey.  The Milantans began to kidnap villagers from the neighboring land so that could tests could be performed.  The Souia-Vey were largely helpless against the depredations of the sorceror's minions, until the hero Brador appeared.  Armed with a sword that seemed to fend off sorcery, he alone was able to repel the Milantan incursions.  Frustrated by Brador's defense of the Souia-Vey, Karuz himself appeared to challenge Brador. Some say that the battle lasted for days, others only an instant.  Whatever the outcome, neither Brador nor Karuz were ever seen again.


value:
In the wild woods of Aluvia, there was a woman named Morrigan, the only female in a gang of highwaymen, bandits, and thieves.  After the group looted one particularly rich cache of jewels, Morrigan quickly fenced the jewels for gold coin.  One of her friends, a handsome young man who dressed well to seduce or take advantage of nobles, teased her about this.  "Not even keeping one jewel for yourself?" he asked.  "Where is your womanly vanity?"  Morrigan patted the great sword at her side, which she kept gleaming and well-polished, despite its frequent use.  "This is my only vanity," was her reply.


value:
The First Principle: Defense implies weakness while attacking implies strength.   The Second Principle: Ask not the enemy's weakness, the enemy will often show it to you freely.    The Third Principle: Strike or be struck.


value:
A basic short sword forged in the Strathelar Training Academy. This item can be placed on an item hook.


value:
A basic broad sword forged in the Strathelar Training Academy. This item can be placed on an item hook.


value:
With this I shall cleanse the vermin from the world. Then shall I strike the final blow through Asheron's heart. The Emperor will have no choice but name me his chief vizier.


value:
A ball made of densely packed snow, once partially melted and then re-frozen to form a hard ball of ice.


value:
A ball made of densely packed snow, once partially melted and then re-frozen to form a hard ball of ice, then given a boost.


value:
A metal ring, with decorative Empyrean inscriptions around the rim. This seems to be a thrown weapon.


value:
An ancient throwing dagger of Dericostian design. This weapon appears to be totally unreactive to spellcraft.


value:
A lightweight harpoon made from the spine of an ebon gromnie found on the Marcescent Plateau of Marae Lassel, and bound in bands of coldly glittering chorizite. This example can be used as a thrown weapon. It was crafted with fine balance by the famed Tumerok hunter Ralirea, of the Aun xuta, and rewards a talented user. The hunters of the Aun often use these weapons in hunting and fishing.


value:
It's a skull, that burns within with a strange supernatural flame.  You can sense a strange, latent magic within it.  When it is thrown in combat, it will mystically replenish itself, tapping into the magic until it is exhausted.


value:
This icy throwing dagger is unenchantable, but carries within its frozen core an endowment of powerful spells.  Its construction is singular and strange.  It bears no marks of its forging or smithing, and instead seems to have crystallized out of raw magic.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the acid resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the bludgeoning resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the cold resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the fire resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the armor of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the electricity resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the piercing resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the slashing resistance of those coated in the fluid.


value:
A Mana Phial, filled with an alchemical mixture designed to temporarily weaken the health regeneration of those coated in the fluid.


value:
The holder of this item shall never die. If you ever see the blademaster Cyberkiller pledge to he and thy shall go further in life.


value:
You run Donivan through!Blistered by lightning Panda falls!You blast Incineration for 102 points of electrical damage!


value:
Mod 110% BD V, Bow Mastery V, diff 170, bow skill 240+ Thank's Mr Mattie, Mr Drudge, Mr  and Mr High Dead Man


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A lightweight bow made of living elaniwood found only on Marae Lassel. It is strung with silvery gromnie sinew that holds incredible tension. You notice a small note shoved into a crack in the haft. You pull it out and read, "A step in the right direction. The living wood allows superior draw weight. Not as good as larchess was reputed to be, at least according to that overweening blowhard Locke. If only my hatchet could chip those damned glowing trees! Floating creatures still dogging me, but wary since I punctured that 'mouthless' one." - Lilitha


value:
The Kalindan of Palenqual, an Aun Tumerok relic. This missile weapon was given to the Aun xuta by spirits called the Deru. It is the embodiment of Marae Lassel's spirit - a single great totem for the island as a whole. Three Tumerok fetishes are attached to this weapon; those of Siraluun, Storm, and Tonk.


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A basic light crossbow forged in the Strathelar Training Academy. This item can be used on an item hook.


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An atlatl crafted from high-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


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A bow crafted from high-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


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A crossbow crafted from high-quality chorizite, seemingly impervious to magical protections. (Note: This weapon ignores modified armor and protection values.)


value:
A bow infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


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A crossbow infused with the Heart of the Innocent.The weapon appears to be guided by a preternatural force seeking flesh and blood with great tenacity.


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Beware of The Eye!
Critical hit! You mangle Titanium Armoredillo for 4,797 points of Slashing damage!


value:
This Falatacot bow was likely used in hunting or combat, bladed edges appear to have allowed the bow to be used in close-combat as well.


value:
A beautifully carved bow. Fuse this with a triple totem to create one of Palenqual's living weapons.


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A beautifully carved crossbow. Fuse this with a triple totem to create one of Palenqual's living weapons.


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At first glance this would be a fairly unremarkable shortbow, except that it is made of ebonwood. This wood hails from the perilous Forest of Shades in Ispar and is prized by bowyers for its exceptional qualities.


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While their neighbors to the north revile serpents as evil creatures, the Sho look upon the snake as an embodiment of wisdom and learning.  Sho scholars have used the serpent's act of shedding its old skin as a metaphor for eternal renewal.  The great Sho scholar, Judge Fang, decided after many years of service as a magistrate to change his career.  Instead of rendering judgment upon criminals brought before him, he would take up a bow and go out and find the criminals himself.  He took the serpent as his symbol and set about to craft a bow that would serve as a marker of his new life.  Judge Fang spent years perfecting his bowcraft, and applied his extensive magical learning to his work.  After ten years in pursuit of perfection, on the first day of spring, the Judge finally completed his masterwork bow, which he named Serpent's Flight.  He immediately took it outside to test it.  He nocked an arrow, let fly, and watched in contentment as the arrow flew straight and true, and knocked a plum off a tree two hundred paces away.  When the plum hit the ground, the Judge closed his eyes and quietly died.


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An exquisitely crafted crossbow adorned with a metal relief of the Firebird of Splendor. Originally this crossbow was crafted by a follower of the Washui Iiwah Jou Gai as a piece of art. The intent of the artist is open for great discussion and debate, but it is widely believed that the artist meant to express his disdain for war by depicting a weapon of destruction as something beautiful to behold. After all, how can something so beautiful be used to kill? Regretfully, due to the artist's perfectionism and great attention to detail, he ended up creating a superb weapon. Use of this weapon is an affront to the Washui Iiwah Jou Gai.


value:
This crossbow was commissioned by the great hunter Josya Sunin and made by Master Bowyer Scildith Dyrson. Originally this crossbow was to be used to hunt pesky Zefirs, but due to an oversight by Scildith, the spells to enchant the weapon against Zefirs was reversed. Subsequently any damage dealt to a Zefir was reduced instead of increased. Josya Sunin took the opportunity to complain to the Bowyers' guild and reduce the price of the crossbow to a fraction of its original cost.  The word 'Master' was stripped from Scildith's title.  Josya did not bother to point out that the crossbow worked amazingly well against any other creature...


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One of the more eccentric Maliks in the long history of Gharu'n was Qorsh the Cold, who had an unhealthy fascination with snakes.  One day, one of his young nephews was surprised in the great gardens of Nishadina by a large snake.  Thinking quickly, the youth killed the snake with a quick shot from his atlatl.  The snake turned out to be the favorite pet of Qorsh, the youth's uncle.  Enraged, Qorsh had the child put to death, and the offending atlatl was given over to craftsmen to remake in the image of the Malik's much-mourned pet.


value:
Made from fine and supple steel, this atlatl was designed to hunt wild game.  This dart-thrower, made by the Huntsmen's Guild of Viamont, soon became a fashionable hunting implement among the aristocrats of that nation.  There are rumors, however, that the Huntsmen's Guild has darker purposes for these weapons, that involve hunting human prey...


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Oddly enough, this was used as a kitchen ladle before it was pressed into service as an atlatl.  Apparently due to the ladle's resemblance to a serpent it was deemed inappropriate for use in the kitchen. After all, serpents are synonymous with poison.


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One of a set of bows made by Tomo Genza. It is an amazingly well balanced and lovingly crafted weapon.


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A dart flinger crafted by Silveran smiths, once commissioned by Varicci on Ispar for the Royal Armory.


value:
20:37:20 Critical hit!  Sneak Attack! You stab Killagurg for 10348 points of piercing damage!

Sneux says, "pew pew"
Sneux says, "my mother is quite shallow and pedantic"


value:
This normal Burun bone bow has had mucor-altered mahogany applied to its bowstave, resulting in a magically enhanced weapon with unique magical properties.


value:
This green, intricately carved crossbow bears a striking resemblance to crossbows that were widely used as a devastating first-strike weapon by Rossu Morta assassins in Ispar, but it is filled with an unstable energy that suggests it is not long for this world.


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This atlatl was carved from the giant rib of a monouga, and this origin has given the atlatl an attunement against other monougas.


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An atlatl, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


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[Allegiance] Excessive Evil says, "great,a shadow moved in next to my cottage,ill never sell it now"


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An extremely accurate crossbow of Gearknight make. The action of firing this crossbow builds an electrical charge that occasionally discharges into the surrounding area.


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A Bow, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
A crossbow, crafted from the remains of the stronger Paradox-touched Olthoi.  Something about the nature of these creatures makes the weapon naturally deadlier versus normal Olthoi.


value:
Using this altar will convert you into one of Bael'Zharon's Chosen, a Player Killer, freeing you from the protection of Asheron's magic.  This means that you can attack others freed in this manner, and they can attack you.  Be warned: returning to Asheron's protection is difficult.


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Using this altar will let you become one of Asheron's Favored again, a Non-Player Killer protected by Asheron himself -- but to complete the process, you may not have killed anyone for 15 minutes beforehand.


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Praying before this memorial will bring one back into the grace of Light, as a Non-Player Killer protected by Asheron's magic. The supplicant may not have killed anyone for 15 minutes beforehand.


value:
Using this eye will sever the protection granted to you by Asheron, you will become a Player Killer. This means that you can attack others freed in this manner, and they can attack you.  Be warned: returning to Asheron's protection is difficult.


value:
This hovel is home to the thieving Thrungum. Any stolen items found herein should be returned to a Portal Guardian.


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This portal is tied to the Fiun Outpost. This outpost is a good place for characters above level 60.


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Walk into this portal to enter the Central Courtyard. You must finish the Training Master's task before you can use this portal.


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This dungeon is quest restricted.  Royal scholars in Cragstone or Sanamar might be interested in the secrets it holds.


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This portal is warded against those who have not earned the right to access the sacred Vault of Eternal Slumber.


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This portal is warded against those who have not earned the right to access the chamber of the Mukkir Aspect of Grael.


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This portal offers a direct gateway into the chambers of the Falatacot Soul Hunter, but it seems that you must gain the approval of the nearby altar to enter...


value:
A bypass portal, created by Asheron for those who are helping defend him from the Ritual of the Three Matriarchs.  This portal seems to be warded against those who are not attuned to its destination.


value:
This portal coruscates with strange energies, filling you with an eerie warmth when you get close to it, even though it doesn't seem to radiate any actual heat.


value:
A portal leading to near the Abandoned Tumerok Site outside Redspire where the Harvester Pincer may be found.


value:
A portal leading to the Marae Lassel Plateau near An Ancient Empyrean Grotto where the Legionary Pincer may be found.


value:
A portal leading to the the Lost Wish Mountains near the Mite Maze where Branith's stolen possessions may be found.


value:
A portal leading to near the Crumbling Empyrean Mansion outside Greenspire where the Worker Pincer may be found.


value:
A portal leading a cottage near Dryreach where Yu Vuo-Ki and her missing sister Dansha-Ki may be found.


value:
A portal leading to Frest Greelving's now haunted mansion where Silver Atlatl, Tetsubo Slugger and Ornate Neckode may be found.


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A portal leading to the Marae Lassel Plateau near An Olthoi Soldier Nest where the Soldier Pincer may be found.


value:
A portal leading to Dryreach from which you can find the six Tumerok camps. Falcon Clan Training Camp at 2.0N, 75.0E. Serpent Clan Training Camp 1.0S, 70.0E. Shreth Clan Training Camp 5.0S, 68.0E. Reedshark Clan Training Camp 13.0S, 68.0E. Gromnie Clan Training Camp 16.0S, 70.0E. Mask Clan Training Camp 16.0S, 75.0E.


value:
A portal leading to Aphus Lassel near the Tusker Cave where the Tusker Crimsonback Tusk may be found.


value:
A portal leading to Aphus Lassel near the Tusker Cavern where the Goldenback Tusker Tusk may be found.


value:
A portal leading to Aphus Lassel near the Tusker Habitat where the Tusker Liberator Tusk may be found.


value:
This portal goes to Stonehold. a remote village found in the westernmost reaches of the Esper mountain range. This is a good town for characters over level 50.


value:
This portal goes to the Plateau Village, a remote settlement in the forests of Northwestern Osteth. This is a good town for characters over level 40.


value:
This fortified town fell under siege in the earlier days of Aluvian settlement to Tumeroks ushered in from the Hea Village of Ahurenga by the Virindi. The townpeople are often in need of donations from traveling adventurers lest they starve. This town is good for characters over level 20.


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This portal goes to Glenden Wood, a village surrounded by the tall trees of the Tiofor Woods. Despite the truce between Queen Elysa and King Varicci, the town is besieged on all sides by Viamontian soldiers. This is a good town for characters over level 40.


value:
This portal goes to Eastham, a coastal Aluvian town that contains a portal to Asheron's island home. This is a good town for characters over level 20.


value:
This portal goes to the town of Lytelthorpe, an Aluvian settlement surrounded by rich farmlands. This is a good town for characters over level 10.


value:
This portal goes to Rithwic, an Aluvian town on the shores of Lake Blessed. This is a good town for characters over level 10.


value:
This portal goes to the Aluvian capital, Cragstone. This is a good town for characters over level 10.


value:
This portal goes to Arwic, a walled Aluvian town that has fully recovered from a devastating attack by a Shadow Spire. This is a good town for characters over level 20.


value:
This portal goes to Holtburg, an Aluvian town where many new adventurers enter Dereth. This is a good town for characters of all levels.


value:
This portal goes to the town of Uziz in the heart of the Yushad Ridge. This is a good town for characters over level 20.


value:
This portal goes to the town of Khayyaban on the Yushad Ridge. This is a good town for characters over level 20.


value:
This portal goes to the Gharu'ndim town of Al-Arqas in the depths of the A'mun desert. This is a good town for characters over level 10.


value:
This portal goes to Yaraq, a Gharu'ndim town where many new adventurers enter Dereth. This is a good town for characters of all levels.


value:
This portal goes to the town of Bluespire on the island of Marae Lassel. This is a good town for characters over level 10.


value:
This portal goes to the town of Greenspire on the island of Marae Lassel. This is a good town for characters over level 10.


value:
This portal goes to Ahurenga, the home of the Hea Tumeroks in the marshes of western Marae Lassel. This is a good town for characters over level 40.


value:
This portal goes to Neydisa Castle, northeast of Mt. Esper. This is a good town for characters over level 40.


value:
This portal goes to Tufa, the once peaceful desert oasis that was destroyed by Shadows during the Fourth Sending of Darkness. The residents have since regrouped in tents and buildings surrounded the crater of their former homes. This is a good town for characters over level 20.


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This portal goes to Al-Jalima, the Gharu'ndim settlement located between the prominent cities of Zaikhal and Samsur. This is a good town for characters over level 20.


value:
This portal goes to the Gharu'ndim capital, Zaikhal. This is a good town for characters over level 20.


value:
This portal goes to the town of Xarabydun, in the southern reaches of the A'mun desert. This is a good town for characters over level 10, but be careful --  the surrounding area can be a bit rough.


value:
This portal leads to Qalaba'r, the Gharu'ndim village on the edge of the Linvak Mountain Range. This is a good town for characters over level 30.


value:
This portal goes to Samsur, a Gharu'ndim town in the hills behind the Yushad Ridge. This is a good town for characters over level 10.


value:
This portal goes to Sanamar, the capital of New Viamont and town where many new adventurers enter Dereth. This is a good town for characters of all levels.


value:
This portal goes to the town of Redspire on the island of Marae Lassel. This is a good town for characters over level 10.


value:
This portal is tied to the Viamontian outpost of Westwatch. This outpost is a good place for characters above level 20.


value:
This portal goes to Linvak Tukal, the fortress bastion of our Lugian allies in the Linvak Range. This is a good town for characters over level 40.


value:
This portal is tied to the Viamontian outpost of Eastwatch. This outpost is a good place for characters above level 80.


value:
This portal goes to Shoushi, a Sho town where many new adventurers enter Dereth. This is a good town for characters of all levels.


value:
This portal goes to the Sho town of Tou-Tou, perched on the tip of the Tou-Tou peninsula. This is a good town for characters over level 20.


value:
This portal goes to Mayoi, a coastal settlement renowned for Shoyanen Kenchu, the master mage of the Sho people, who lives in a spire on the outskirts of town. This is a good town for characters over level 30.


value:
This portal goes to Lin, a small town nestled in a valley located by the foothills of the Linvak Mountains. This is a good town for characters over level 20.


value:
This portal goes to Baishi, a town well-known for its sake and the madman that desires it. This is good town for characters over level 40.


value:
This portal goes to the Sho town of Yanshi on the edges of the Blackmire swamp. The original town was devastated by the Harbinger, who still lurks deep beneath the surface. This is a good town for characters over level 10. But stay away from the Harbinger.


value:
This portal goes to the town of Kara, hidden deep in the Linvak range. This is a good town for characters over level 40.


value:
This portal goes to Sawato, a village surrounded by the wetlands of the Blackmire Swamp. This is a good town for characters over level 30.


value:
This portal goes to the town of Kryst on the Vesayen archipelago. This is a good town for characters over level 20.


value:
This portal goes to Silyun, the home of the remnants of the Bellenesse rebels. This is a good town for characters over level 40.


value:
This portal goes to Timaru, the home of the Aun Tumeroks atop the Marescent Plateau of Marae Lassel. This is a good town for characters over level 40.


value:
Located in the northern part of the Direlands, Fort Tethana teeters on the brink of outright warfare with the neighboring Renegade encampment. Adventurers may find they need to assist the troops stationed here to keep this important fort under control of the Realm. This town is good for characters over level 50.


value:
This portal goes to Oolutanga's Refuge, a place where Tuskers rule the land. This is a good town for charaters over level 10.


value:
This portal goes to Danby's Outpost, a settlement on the northern edge of the inner sea. This outpost is a good place for characters over level 40.


value:
This portal goes to MacNiall's Freehold, a bastion of civilization among the tropical islands of the Vesayen Archipelago. The only law here is to live as you wish, unrestricted by the ideologies of Ispar. This is a good town for characters over level 30.


value:
A portal crackling with defensive magics.  Only those properly protected from its fluxuations may enter.


value:
This portal appears to be warded against intrusion.  Perhaps Nalicana, in Asheron's Castle, will know more.


value:
A portal, created by Liam of Gelid, so that those strong enough to treat with him could reach him more easily.


value:
Inscribed spell: Blade Bane I
Increases a shield or piece of armor's resistance to slashing damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Blade Lure I
Decreases a shield or piece of armor's resistance to slashing damage by 10%.


value:
Inscribed spell: Portal Recall
Transports the caster to the destination of the last recallable portal the caster traveled through.


value:
Inscribed spell: Flame Bolt I
Shoots a bolt of flame at the target.  The bolt does 16-31 points of fire damage to the first thing it hits.


value:
Inscribed spell: Frost Bolt I
Shoots a bolt of frost at the target. The bolt does 16-31 points of cold damage to the first thing it hits.


value:
Inscribed spell: Force Bolt I
Shoots a bolt of force at the target. The bolt does 16-31 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Shock Wave I
Shoots a shock wave at the target. The wave does 16-31 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade I
Shoots a magical blade at the target. The bolt does 16-31 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Light Weapon Mastery Other I
Increases the target's Light Weapons skill by 10 points.


value:
Inscribed spell: Light Weapon Mastery Self I
Increases the caster's Light Weapons skill by 10 points.


value:
Inscribed spell: Light Weapon Ineptitude Other I
Decreases the target's Light Weapons skill by 10 points.


value:
Inscribed spell: Finesse Weapon Mastery Other I
Increases the target's Finesse Weapons skill by 10 points.


value:
Inscribed spell: Arcane Enlightenment Other I
Increases the target's Arcane Lore skill by 10 points.


value:
Inscribed spell: Armor Tinkering Expertise Other I
Increases the target's Armor Tinkering skill by 10 points.


value:
Inscribed spell: Armor Tinkering Expertise Self I
Increases the caster's Armor Tinkering skill by 10 points.


value:
Inscribed spell: Armor Tinkering Ignorance Other I
Decreases the target's Armor Tinkering skill by 10 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other I
Decreases the target's Missile Weapons skill by 10 points.


value:
Inscribed spell: Missile Weapon Mastery Other I
Increases the target's Missile Weapons skill by 10 points.


value:
Inscribed spell: Missile Weapon Mastery Self I
Increases the caster's Missile Weapons skill by 10 points.


value:
Inscribed spell: Creature Enchantment Mastery Other I
Increases the target's Creature Enchantment skill by 10 points.


value:
Inscribed spell: Creature Enchantment Mastery Self I
Increases the caster's Creature Enchantment skill by 10 points.


value:
Inscribed spell: Item Enchantment Ineptitude Other I
Decreases the target's Item Enchantment skill by 10 points.


value:
Inscribed spell: Item Enchantment Mastery Other I
Increases the target's Item Enchantment skill by 10 points.


value:
Inscribed spell: Item Enchantment Mastery Self I
Increases the caster's Item Enchantment skill by 10 points.


value:
Inscribed spell: Item Tinkering Expertise Other I
Increases the target's Item Tinkering skill by 10 points.


value:
Inscribed spell: Item Tinkering Expertise Self I
Increases the caster's Item Tinkering skill by 10 points.


value:
Inscribed spell: Leadership Ineptitude Other I
Decreases the target's Leadership skill by 10 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Self I
Increases the caster's Magic Item Tinkering skill by 10 points.


value:
Inscribed spell: Magic Item Tinkering Ignorance Other I
Decreases the target's Magic Item Tinkering skill by 10 points.


value:
Inscribed spell: Mana Conversion Mastery Other I
Increases the target's Mana Conversion skill by 10 points.


value:
Inscribed spell: Monster Attunement Other I
Increases the target's Assess Monster skill by 10 points.


value:
Inscribed spell: Monster Attunement Self I
Increases the caster's Assess Monster skill by 10 points.


value:
Inscribed spell: Monster Unfamiliarity Other I
Decreases the target's Assess Monster skill by 10 points.


value:
Inscribed spell: Person Unfamiliarity Other I
Decreases the target's Assess Person skill by 10 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other I
Decreases the target's Heavy Weapons skill by 10 points.


value:
Inscribed spell: Heavy Weapon Mastery Other I
Increases the target's Heavy Weapons skill by 10 points.


value:
Inscribed spell: Heavy Weapon Mastery Self I
Increases the caster's Heavy Weapons skill by 10 points.


value:
Inscribed spell: Weapon Tinkering Expertise Self I
Increases the caster's Weapon Tinkering skill by 10 points.


value:
Inscribed spell: Weapon Tinkering Ignorance Other I
Decreases the target's Weapon Tinkering skill by 10 points.


value:
Inscribed spell: Blade Vulnerability Other I
Increases damage the target takes from Slashing by 10%.


value:
Inscribed spell: Bludgeoning Protection Other I
Reduces damage the target takes from Bludgeoning by 9%.


value:
Inscribed spell: Bludgeoning Protection Self I
Reduces damage the caster takes from Bludgeoning by 9%.


value:
Inscribed spell: Bludgeoning Vulnerability Other I
Increases damage the target takes from Bludgeoning by 10%.


value:
Inscribed spell: Piercing Vulnerability Other I
Increases damage the target takes from Piercing by 10%.


value:
Inscribed spell: Drain Health Other I
Drains 25% of the target's Health and gives 200% of it to the caster.


value:
Inscribed spell: Health to Mana Self I
Drains one-half of the caster's Health and gives 90% of that to his/her Mana (maximum of 50).


value:
Inscribed spell: Infuse Health Other I
Drains one-quarter of the caster's Health and gives 75% of that to the target.


value:
Inscribed spell: Infuse Stamina Other I
Drains one-quarter of the caster's Stamina and gives 75% of that to the target.


value:
Inscribed spell: Mana to Health Self I
Drains one-half of the caster's Mana and gives 90% of that to his/her Health (maximum of 50).


value:
Inscribed spell: Mana to Stamina Self I
Drains one-half of the caster's Mana and gives 90% of that to his/her Stamina (maximum of 50).


value:
Inscribed spell: Stamina to Health Self I
Drains one-half of the caster's Stamina and gives 90% of that to his/her Health (maximum of 50).


value:
Inscribed spell: Stamina to Mana Self I
Drains one-half of the caster's Stamina and gives 90% of that to his/her Mana (maximum of 50).


value:
Inscribed spell: Acid Bane I
Increases a shield or piece of armor's resistance to acid damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Acid Lure I
Decreases a shield or piece of armor's resistance to acid damage by 10%.


value:
Inscribed spell: Bludgeon Bane I
Increases a shield or piece of armor's resistance to bludgeoning damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Bludgeon Lure I
Decreases a shield or piece of armor's resistance to bludgeoning damage by 10%.


value:
Inscribed spell: Aura of Defender Self I
Increases the Melee Defense skill modifier of a weapon or magic caster by 3%.


value:
Inscribed spell: Flame Bane I
Increases a shield or piece of armor's resistance to fire damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Flame Lure I
Decreases a shield or piece of armor's resistance to fire damage by 10%.


value:
Inscribed spell: Frost Bane I
Increases a shield or piece of armor's resistance to cold damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Frost Lure I
Decreases a shield or piece of armor's resistance to cold damage by 10%.


value:
Inscribed spell: Aura of Heart Seeker Self I
Increases a weapon's Attack Skill modifier by 2.5 percentage points.


value:
Inscribed spell: Hermetic Void I
Decreases a magic casting implement's mana conversion bonus by 10%.


value:
Inscribed spell: Lightning Bane I
Increases a shield or piece of armor's resistance to electric damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Lure I
Decreases a shield or piece of armor's resistance to electric damage by 10%.


value:
Inscribed spell: Lure Blade I
Decreases the Melee Defense skill modifier of a weapon or magic caster by 3%.


value:
Inscribed spell: Piercing Bane I
Increases a shield or piece of armor's resistance to piercing damage by 10%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Piercing Lure I
Decreases a shield or piece of armor's resistance to piercing damage by 10%.


value:
Inscribed spell: Aura of Hermetic Link Self I
Increases a magic casting implement's mana conversion bonus by 10%.


value:
Inscribed spell: Blade Volley III
Shoots three whirling blades toward the target. Each blade does 15-31 points of Slashing damage to the first thing it hits.


value:
Inscribed spell: Bludgeoning Volley III
Shoots three shock waves toward the target. Each wave does 15-31 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Flame Volley III
Shoots three bolts of flame toward the target. Each bolt does 15-31 points of fire damage to the first thing it hits.


value:
Inscribed spell: Force Volley III
Shoots three bolts of force toward the target. Each bolt does 15-31 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Frost Volley III
Shoots three bolts of frost toward the target. Each bolt does 15-31 points of cold damage to the first thing it hits.


value:
Inscribed spell: Acid Bane II
Increases a shield or piece of armor's resistance to acid damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Acid Bane III
Increases a shield or piece of armor's resistance to acid damage by 50%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Acid Bane IV
Increases a shield or piece of armor's resistance to acid damage by 75%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Acid Bane V
Increases a shield or piece of armor's resistance to acid damage by 100%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Acid Bane VI
Increases a shield or piece of armor's resistance to acid damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Acid Lure II
Decreases a shield or piece of armor's resistance to acid damage by 25%.


value:
Inscribed spell: Acid Lure III
Decreases a shield or piece of armor's resistance to acid damage by 50%.


value:
Inscribed spell: Acid Lure IV
Decreases a shield or piece of armor's resistance to acid damage by 75%.


value:
Inscribed spell: Acid Lure V
Decreases a shield or piece of armor's resistance to acid damage by 100%.


value:
Inscribed spell: Acid Lure VI
Decreases a shield or piece of armor's resistance to acid damage by 150%.


value:
Inscribed spell: Blade Bane II
Increases a shield or piece of armor's resistance to slashing damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Blade Bane III
Increases a shield or piece of armor's resistance to slashing damage by 50%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Blade Bane IV
Increases a shield or piece of armor's resistance to slashing damage by 75%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Blade Bane V
Increases a shield or piece of armor's resistance to slashing damage by 100%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Blade Bane VI
Increases a shield or piece of armor's resistance to slashing damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Blade Lure II
Decreases a shield or piece of armor's resistance to slashing damage by 25%.


value:
Inscribed spell: Blade Lure III
Decreases a shield or piece of armor's resistance to slashing damage by 50%.


value:
Inscribed spell: Blade Lure IV
Decreases a shield or piece of armor's resistance to slashing damage by 75%.


value:
Inscribed spell: Blade Lure V
Decreases a shield or piece of armor's resistance to slashing damage by 100%.


value:
Inscribed spell: Blade Lure VI
Decreases a shield or piece of armor's resistance to slashing damage by 150%.


value:
Inscribed spell: Bludgeon Bane II
Increases a shield or piece of armor's resistance to bludgeoning damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Bludgeon Bane III
Increases a shield or piece of armor's resistance to bludgeoning damage by 50%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Bludgeon Bane V
Increases a shield or piece of armor's resistance to bludgeoning damage by 100%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Bludgeon Bane VI
Increases a shield or piece of armor's resistance to bludgeoning damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Bludgeon Lure II
Decreases a shield or piece of armor's resistance to bludgeoning damage by 25%.


value:
Inscribed spell: Bludgeon Lure III
Decreases a shield or piece of armor's resistance to bludgeoning damage by 50%.


value:
Inscribed spell: Bludgeon Lure IV
Decreases a shield or piece of armor's resistance to bludgeoning damage by 75%.


value:
Inscribed spell: Bludgeon Lure V
Decreases a shield or piece of armor's resistance to bludgeoning damage by 100%.


value:
Inscribed spell: Bludgeon Lure VI
Decreases a shield or piece of armor's resistance to bludgeoning damage by 150%.


value:
Inscribed spell: Aura of Defender Self II
Increases the Melee Defense skill modifier of a weapon or magic caster by 5%.


value:
Inscribed spell: Aura of Defender Self III
Increases the Melee Defense skill modifier of a weapon or magic caster by 7.5%.


value:
Inscribed spell: Aura of Defender Self IV
Increases the Melee Defense skill modifier of a weapon or magic caster by 10%.


value:
Inscribed spell: Aura of Defender Self V
Increases the Melee Defense skill modifier of a weapon or magic caster by 13%.


value:
Inscribed spell: Aura of Defender Self VI
Increases the Melee Defense skill modifier of a weapon or magic caster by 15%.


value:
Inscribed spell: Flame Bane II
Increases a shield or piece of armor's resistance to fire damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Flame Bane III
Increases a shield or piece of armor's resistance to fire damage by 50%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Flame Bane IV
Increases a shield or piece of armor's resistance to fire damage by 75%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Flame Bane V
Increases a shield or piece of armor's resistance to fire damage by 100%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Flame Bane VI
Increases a shield or piece of armor's resistance to fire damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Flame Lure II
Decreases a shield or piece of armor's resistance to fire damage by 25%.


value:
Inscribed spell: Flame Lure III
Decreases a shield or piece of armor's resistance to fire damage by 50%.


value:
Inscribed spell: Flame Lure IV
Decreases a shield or piece of armor's resistance to fire damage by 75%.


value:
Inscribed spell: Flame Lure V
Decreases a shield or piece of armor's resistance to fire damage by 100%.


value:
Inscribed spell: Flame Lure VI
Decreases a shield or piece of armor's resistance to fire damage by 150%.


value:
Inscribed spell: Frost Bane II
Increases a shield or piece of armor's resistance to cold damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Frost Bane IV
Increases a shield or piece of armor's resistance to cold damage by 75%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Frost Bane V
Increases a shield or piece of armor's resistance to cold damage by 100%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Frost Bane VI
Increases a shield or piece of armor's resistance to cold damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Frost Lure II
Decreases a shield or piece of armor's resistance to cold damage by 25%.


value:
Inscribed spell: Frost Lure III
Decreases a shield or piece of armor's resistance to cold damage by 50%.


value:
Inscribed spell: Frost Lure IV
Decreases a shield or piece of armor's resistance to cold damage by 75%.


value:
Inscribed spell: Frost Lure V
Decreases a shield or piece of armor's resistance to cold damage by 100%.


value:
Inscribed spell: Frost Lure VI
Decreases a shield or piece of armor's resistance to cold damage by 150%.


value:
Inscribed spell: Aura of Heart Seeker Self II
Increases a weapon's Attack Skill modifier by 5.0 percentage points.


value:
Inscribed spell: Aura of Heart Seeker Self IV
Increases a weapon's Attack Skill modifier by 10.0 percentage points.


value:
Inscribed spell: Aura of Heart Seeker Self V
Increases a weapon's Attack Skill modifier by 12.5 percentage points.


value:
Inscribed spell: Aura of Heart Seeker Self VI
Increases a weapon's Attack Skill modifier by 15.0 percentage points.


value:
Inscribed spell: Hermetic Void II
Decreases a magic casting implement's mana conversion bonus by 20%.


value:
Inscribed spell: Hermetic Void III
Decreases a magic casting implement's mana conversion bonus by 30%.


value:
Inscribed spell: Hermetic Void IV
Decreases a magic casting implement's mana conversion bonus by 40%.


value:
Inscribed spell: Hermetic Void V
Decreases a magic casting implement's mana conversion bonus by 50%.


value:
Inscribed spell: Hermetic Void VI
Decreases a magic casting implement's mana conversion bonus by 60%.


value:
Inscribed spell: Impenetrability II
Improves a shield or piece of armor's armor value by 50 points. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Impenetrability III
Improves a shield or piece of armor's armor value by 75 points. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Impenetrability IV
Improves a shield or piece of armor's armor value by 100 points. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Impenetrability V
Improves a shield or piece of armor's armor value by 150 points. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Impenetrability VI
Improves a shield or piece of armor's armor value by 200 points. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Bane II
Increases a shield or piece of armor's resistance to electric damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Bane III
Increases a shield or piece of armor's resistance to electric damage by 50%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Bane IV
Increases a shield or piece of armor's resistance to electric damage by 75%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Bane V
Increases a shield or piece of armor's resistance to electric damage by 100%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Bane VI
Increases a shield or piece of armor's resistance to electric damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Lightning Lure II
Decreases a shield or piece of armor's resistance to electric damage by 25%.


value:
Inscribed spell: Lightning Lure III
Decreases a shield or piece of armor's resistance to electric damage by 50%.


value:
Inscribed spell: Lightning Lure IV
Decreases a shield or piece of armor's resistance to electric damage by 75%.


value:
Inscribed spell: Lightning Lure V
Decreases a shield or piece of armor's resistance to electric damage by 100%.


value:
Inscribed spell: Lightning Lure VI
Decreases a shield or piece of armor's resistance to electric damage by 150%.


value:
Inscribed spell: Lure Blade II
Decreases the Melee Defense skill modifier of a weapon or magic caster by 5%.


value:
Inscribed spell: Lure Blade III
Decreases the Melee Defense skill modifier of a weapon or magic caster by 7.5%.


value:
Inscribed spell: Lure Blade IV
Decreases the Melee Defense skill modifier of a weapon or magic caster by 10%.


value:
Inscribed spell: Lure Blade V
Decreases the Melee Defense skill modifier of a weapon or magic caster by 13%.


value:
Inscribed spell: Lure Blade VI
Decreases the Melee Defense skill modifier of a weapon or magic caster by 15%.


value:
Inscribed spell: Piercing Bane II
Increases a shield or piece of armor's resistance to piercing damage by 25%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Piercing Bane III
Increases a shield or piece of armor's resistance to piercing damage by 50%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Piercing Bane IV
Increases a shield or piece of armor's resistance to piercing damage by 75%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Piercing Bane VI
Increases a shield or piece of armor's resistance to piercing damage by 150%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Piercing Lure II
Decreases a shield or piece of armor's resistance to piercing damage by 25%.


value:
Inscribed spell: Piercing Lure III
Decreases a shield or piece of armor's resistance to piercing damage by 50%.


value:
Inscribed spell: Piercing Lure IV
Decreases a shield or piece of armor's resistance to piercing damage by 75%.


value:
Inscribed spell: Piercing Lure V
Decreases a shield or piece of armor's resistance to piercing damage by 100%.


value:
Inscribed spell: Piercing Lure VI
Decreases a shield or piece of armor's resistance to piercing damage by 150%.


value:
Inscribed spell: Aura of Hermetic Link Self II
Increases a magic casting implement's mana conversion bonus by 20%.


value:
Inscribed spell: Aura of Hermetic Link Self III
Increases a magic casting implement's mana conversion bonus by 30%.


value:
Inscribed spell: Aura of Hermetic Link Self IV
Increases a magic casting implement's mana conversion bonus by 40%.


value:
Inscribed spell: Drain Health Other II
Drains 25% of the target's Health and gives 160% of it to the caster.


value:
Inscribed spell: Aura of Hermetic Link Self V
Increases a magic casting implement's mana conversion bonus by 50%.


value:
Inscribed spell: Aura of Hermetic Link Self VI
Increases a magic casting implement's mana conversion bonus by 60%.


value:
Inscribed spell: Turn Blade III
Decreases a weapon's Attack Skill modifier by 7.5 percentage points.


value:
Inscribed spell: Turn Blade IV
Decreases a weapon's Attack Skill modifier by 10.0 percentage points.


value:
Inscribed spell: Turn Blade VI
Decreases a weapon's Attack Skill modifier by 15.0 percentage points.


value:
Inscribed spell: Lifestone Recall
Transports the caster to the Lifestone to which they have previously linked.


value:
Inscribed spell: Summon Primary Portal I
Summons a portal that goes to the destination of the caster's linked portal, set with Primary Portal Tie.


value:
Inscribed spell: Summon Primary Portal III
Summons a portal that goes to the destination of the caster's linked portal, set with Primary Portal Tie.


value:
Inscribed spell: Acid Stream II
Shoots a stream of acid at the target. The stream does 26-52 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Stream III
Shoots a stream of acid at the target. The stream does 42-84 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Stream IV
Shoots a stream of acid at the target. The stream does 52-105 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Stream V
Shoots a stream of acid at the target. The stream does 68-136 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Stream VI
Shoots a stream of acid at the target. The stream does 84-168 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Volley III
Shoots three streams of acid toward the target. Each stream does 15-31 points of acid damage to the first thing it hits.


value:
Inscribed spell: Force Bolt III
Shoots a bolt of force at the target. The bolt does 42-84 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Bolt IV
Shoots a bolt of force at the target. The bolt does 52-105 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Bolt V
Shoots a bolt of force at the target. The bolt does 68-136 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Bolt VI
Shoots a bolt of force at the target. The bolt does 84-168 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Frost Bolt II
Shoots a bolt of frost at the target. The bolt does 26-52 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Bolt III
Shoots a bolt of cold at the target. The bolt does 42-84 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Bolt IV
Shoots a bolt of cold at the target. The bolt does 52-105 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Bolt V
Shoots a bolt of cold at the target. The bolt does 68-136 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Bolt VI
Shoots a bolt of cold at the target. The bolt does 84-168 points of cold damage to the first thing it hits.


value:
Inscribed spell: Lightning Bolt II
Shoots a bolt of lighting at the target. The bolt does 26-52 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Bolt III
Shoots a bolt of lighting at the target. The bolt does 42-84 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Bolt IV
Shoots a bolt of lighting at the target. The bolt does 52-105 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Bolt V
Shoots a bolt of lighting at the target. The bolt does 68-136 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Bolt VI
Shoots a bolt of lighting at the target. The bolt does 84-168 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Shock Wave II
Shoots a shock wave at the target. The wave does 26-52 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave III
Shoots a shock wave at the target. The wave does 42-84 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave IV
Shoots a shock wave at the target. The wave does 52-105 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave V
Shoots a shock wave at the target. The wave does 68-136 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave VI
Shoots a shock wave at the target. The wave does 84-168 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade II
Shoots a magical blade at the target. The bolt does 26-52 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade III
Shoots a magical blade at the target. The bolt does 42-84 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade IV
Shoots a magical blade at the target. The bolt does 52-105 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade V
Shoots a magical blade at the target. The bolt does 68-136 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade VI
Shoots a magical blade at the target. The bolt does 84-168 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blade Vulnerability Other II
Increases damage the target takes from Slashing by 25%.


value:
Inscribed spell: Blade Vulnerability Other III
Increases damage the target takes from Slashing by 50%.


value:
Inscribed spell: Blade Vulnerability Other IV
Increases damage the target takes from Slashing by 75%.


value:
Inscribed spell: Blade Vulnerability Other V
Increases damage the target takes from Slashing by 100%.


value:
Inscribed spell: Blade Vulnerability Other VI
Increases damage the target takes from Slashing by 150%.


value:
Inscribed spell: Bludgeoning Protection Other II
Reduces damage the target takes from Bludgeoning by 20%.


value:
Inscribed spell: Bludgeoning Protection Other III
Reduces damage the target takes from Bludgeoning by 33%.


value:
Inscribed spell: Bludgeoning Protection Other IV
Reduces damage the target takes from Bludgeoning by 43%.


value:
Inscribed spell: Bludgeoning Protection Other V
Reduces damage the target takes from Bludgeoning by 50%.


value:
Inscribed spell: Bludgeoning Protection Other VI
Reduces damage the target takes from Bludgeoning by 60%.


value:
Inscribed spell: Bludgeoning Protection Self II
Reduces damage the caster takes from Bludgeoning by 20%.


value:
Inscribed spell: Bludgeoning Protection Self III
Reduces damage the caster takes from Bludgeoning by 33%.


value:
Inscribed spell: Bludgeoning Protection Self IV
Reduces damage the caster takes from Bludgeoning by 43%.


value:
Inscribed spell: Bludgeoning Protection Self V
Reduces damage the caster takes from Bludgeoning by 50%.


value:
Inscribed spell: Bludgeoning Protection Self VI
Reduces damage the caster takes from Bludgeoning by 60%.


value:
Inscribed spell: Bludgeoning Vulnerability Other II
Increases damage the target takes from Bludgeoning by 25%.


value:
Inscribed spell: Bludgeoning Vulnerability Other III
Increases damage the target takes from Bludgeoning by 50%.


value:
Inscribed spell: Bludgeoning Vulnerability Other IV
Increases damage the target takes from Bludgeoning by 75%.


value:
Inscribed spell: Bludgeoning Vulnerability Other V
Increases damage the target takes from Bludgeoning by 100%.


value:
Inscribed spell: Bludgeoning Vulnerability Other VI
Increases damage the target takes from Bludgeoning by 150%.


value:
Inscribed spell: Lightning Protection Other II
Reduces damage the target takes from Lightning by 20%.


value:
Inscribed spell: Lightning Protection Other IV
Reduces damage the target takes from Lightning by 43%.


value:
Inscribed spell: Lightning Protection Other V
Reduces damage the target takes from Lightning by 50%.


value:
Inscribed spell: Lightning Protection Other VI
Reduces damage the target takes from Lightning by 60%.


value:
Inscribed spell: Lightning Protection Self II
Reduces damage the caster takes from Lightning by 20%.


value:
Inscribed spell: Lightning Protection Self III
Reduces damage the caster takes from Lightning by 33%.


value:
Inscribed spell: Lightning Protection Self IV
Reduces damage the caster takes from Lightning by 43%.


value:
Inscribed spell: Lightning Protection Self VI
Reduces damage the caster takes from Lightning by 60%.


value:
Inscribed spell: Lightning Vulnerability Other II
Increases damage the target takes from Lightning by 25%.


value:
Inscribed spell: Lightning Vulnerability Other III
Increases damage the target takes from Lightning by 50%.


value:
Inscribed spell: Lightning Vulnerability Other IV
Increases damage the target takes from Lightning by 75%.


value:
Inscribed spell: Lightning Vulnerability Other V
Increases damage the target takes from Lightning by 100%.


value:
Inscribed spell: Lightning Vulnerability Other VI
Increases damage the target takes from Lightning by 150%.


value:
Inscribed spell: Piercing Protection Other III
Reduces damage the target takes from Piercing by 33%.


value:
Inscribed spell: Piercing Vulnerability Other II
Increases damage the target takes from Piercing by 25%.


value:
Inscribed spell: Piercing Vulnerability Other III
Increases damage the target takes from Piercing by 50%.


value:
Inscribed spell: Piercing Vulnerability Other IV
Increases damage the target takes from Piercing by 75%.


value:
Inscribed spell: Piercing Vulnerability Other V
Increases damage the target takes from Piercing by 100%.


value:
Inscribed spell: Piercing Vulnerability Other VI
Increases damage the target takes from Piercing by 150%.


value:
Inscribed spell: Exhaustion Other III
Decreases the rate at which the target regains Stamina by 29%.


value:
Inscribed spell: Rejuvenation Other II
Increases the rate at which the target regains Stamina by 25%.


value:
Inscribed spell: Rejuvenation Other III
Increases the rate at which the target regains Stamina by 40%.


value:
Inscribed spell: Rejuvenation Other IV
Increases the rate at which the target regains Stamina by 55%.


value:
Inscribed spell: Rejuvenation Other V
Increases the rate at which the target regains Stamina by 70%.


value:
Inscribed spell: Rejuvenation Other VI
Increases the rate at which the target regains Stamina by 85%.


value:
Inscribed spell: Rejuvenation Self II
Increases the rate at which the caster regains Stamina by 25%.


value:
Inscribed spell: Rejuvenation Self III
Increases the rate at which the caster regains Stamina by 40%.


value:
Inscribed spell: Rejuvenation Self IV
Increases the rate at which the caster regains Stamina by 55%.


value:
Inscribed spell: Rejuvenation Self VI
Increases the rate at which the caster regains Stamina by 85%.


value:
Inscribed spell: Arcane Benightedness Other II
Decreases the target's Arcane Lore skill by 15 points.


value:
Inscribed spell: Arcane Benightedness Other III
Decreases the target's Arcane Lore skill by 20 points.


value:
Inscribed spell: Arcane Benightedness Other IV
Decreases the target's Arcane Lore skill by 25 points.


value:
Inscribed spell: Arcane Benightedness Other V
Decreases the target's Arcane Lore skill by 30 points.


value:
Inscribed spell: Arcane Benightedness Other VI
Decreases the target's Arcane Lore skill by 35 points.


value:
Inscribed spell: Arcane Enlightenment Other II
Increases the target's Arcane Lore skill by 15 points.


value:
Inscribed spell: Arcane Enlightenment Other III
Increases the target's Arcane Lore skill by 20 points.


value:
Inscribed spell: Arcane Enlightenment Other IV
Increases the target's Arcane Lore skill by 25 points.


value:
Inscribed spell: Arcane Enlightenment Other V
Increases the target's Arcane Lore skill by 30 points.


value:
Inscribed spell: Arcane Enlightenment Other VI
Increases the target's Arcane Lore skill by 35 points.


value:
Inscribed spell: Arcane Enlightenment Self II
Increases the caster's Arcane Lore skill by 15 points.


value:
Inscribed spell: Arcane Enlightenment Self III
Increases the caster's Arcane Lore skill by 20 points.


value:
Inscribed spell: Arcane Enlightenment Self IV
Increases the caster's Arcane Lore skill by 25 points.


value:
Inscribed spell: Arcane Enlightenment Self VI
Increases the caster's Arcane Lore skill by 35 points.


value:
Inscribed spell: Armor Tinkering Expertise Other II
Increases the target's Armor Tinkering skill by 15 points.


value:
Inscribed spell: Armor Tinkering Expertise Other III
Increases the target's Armor Tinkering skill by 20 points.


value:
Inscribed spell: Armor Tinkering Expertise Other IV
Increases the target's Armor Tinkering skill by 25 points.


value:
Inscribed spell: Armor Tinkering Expertise Other V
Increases the target's Armor Tinkering skill by 30 points.


value:
Inscribed spell: Armor Tinkering Expertise Other VI
Increases the target's Armor Tinkering skill by 35 points.


value:
Inscribed spell: Armor Tinkering Expertise Self II
Increases the caster's Armor Tinkering skill by 15 points.


value:
Inscribed spell: Armor Tinkering Expertise Self III
Increases the caster's Armor Tinkering skill by 20 points.


value:
Inscribed spell: Armor Tinkering Expertise Self IV
Increases the caster's Armor Tinkering skill by 25 points.


value:
Inscribed spell: Armor Tinkering Expertise Self V
Increases the caster's Armor Tinkering skill by 30 points.


value:
Inscribed spell: Armor Tinkering Expertise Self VI
Increases the caster's Armor Tinkering skill by 35 points.


value:
Inscribed spell: Armor Tinkering Ignorance Other II
Decreases the target's Armor Tinkering skill by 15 points.


value:
Inscribed spell: Armor Tinkering Ignorance Other III
Decreases the target's Armor Tinkering skill by 20 points.


value:
Inscribed spell: Armor Tinkering Ignorance Other IV
Decreases the target's Armor Tinkering skill by 25 points.


value:
Inscribed spell: Armor Tinkering Ignorance Other V
Decreases the target's Armor Tinkering skill by 30 points.


value:
Inscribed spell: Armor Tinkering Ignorance Other VI
Decreases the target's Armor Tinkering skill by 35 points.


value:
Inscribed spell: Light Weapon Ineptitude Other II
Decreases the target's Light Weapons skill by 15 points.


value:
Inscribed spell: Light Weapon Ineptitude Other III
Decreases the target's Light Weapons skill by 20 points.


value:
Inscribed spell: Light Weapon Ineptitude Other IV
Decreases the target's Light Weapons skill by 25 points.


value:
Inscribed spell: Light Weapon Ineptitude Other VI
Decreases the target's Light Weapons skill by 35 points.


value:
Inscribed spell: Light Weapon Mastery Other II
Increases the target's Light Weapons skill by 15 points.


value:
Inscribed spell: Light Weapon Mastery Other III
Increases the target's Light Weapons skill by 20 points.


value:
Inscribed spell: Light Weapon Mastery Other IV
Increases the target's Light Weapons skill by 25 points.


value:
Inscribed spell: Light Weapon Mastery Other V
Increases the target's Light Weapons skill by 30 points.


value:
Inscribed spell: Light Weapon Mastery Other VI
Increases the target's Light Weapons skill by 35 points.


value:
Inscribed spell: Light Weapon Mastery Self II
Increases the caster's Light Weapons skill by 15 points.


value:
Inscribed spell: Light Weapon Mastery Self III
Increases the caster's Light Weapons skill by 20 points.


value:
Inscribed spell: Light Weapon Mastery Self IV
Increases the caster's Light Weapons skill by 25 points.


value:
Inscribed spell: Light Weapon Mastery Self V
Increases the caster's Light Weapons skill by 30 points.


value:
Inscribed spell: Light Weapon Mastery Self VI
Increases the caster's Light Weapons skill by 35 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other II
Decreases the target's Missile Weapons skill by 15 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other III
Decreases the target's Missile Weapons skill by 20 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other IV
Decreases the target's Missile Weapons skill by 25 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other V
Decreases the target's Missile Weapons skill by 30 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other VI
Decreases the target's Missile Weapons skill by 35 points.


value:
Inscribed spell: Missile Weapon Mastery Other II
Increases the target's Missile Weapons skill by 15 points.


value:
Inscribed spell: Missile Weapon Mastery Other III
Increases the target's Missile Weapons skill by 20 points.


value:
Inscribed spell: Missile Weapon Mastery Other IV
Increases the target's Missile Weapons skill by 25 points.


value:
Inscribed spell: Missile Weapon Mastery Other V
Increases the target's Missile Weapons skill by 30 points.


value:
Inscribed spell: Missile Weapon Mastery Other VI
Increases the target's Missile Weapons skill by 35 points.


value:
Inscribed spell: Missile Weapon Mastery Self II
Increases the caster's Missile Weapons skill by 15 points.


value:
Inscribed spell: Missile Weapon Mastery Self IV
Increases the caster's Missile Weapons skill by 25 points.


value:
Inscribed spell: Missile Weapon Mastery Self V
Increases the caster's Missile Weapons skill by 30 points.


value:
Inscribed spell: Missile Weapon Mastery Self VI
Increases the caster's Missile Weapons skill by 35 points.


value:
Inscribed spell: Creature Enchantment Ineptitude Other II
Decreases the target's Creature Enchantment skill by 15 points.


value:
Inscribed spell: Creature Enchantment Ineptitude Other III
Decreases the target's Creature Enchantment skill by 20 points.


value:
Inscribed spell: Creature Enchantment Ineptitude Other IV
Decreases the target's Creature Enchantment skill by 25 points.


value:
Inscribed spell: Creature Enchantment Ineptitude Other V
Decreases the target's Creature Enchantment skill by 30 points.


value:
Inscribed spell: Creature Enchantment Ineptitude Other VI
Decreases the target's Creature Enchantment skill by 35 points.


value:
Inscribed spell: Creature Enchantment Mastery Other II
Increases the target's Creature Enchantment skill by 15 points.


value:
Inscribed spell: Creature Enchantment Mastery Other III
Increases the target's Creature Enchantment skill by 20 points.


value:
Inscribed spell: Creature Enchantment Mastery Other IV
Increases the target's Creature Enchantment skill by 25 points.


value:
Inscribed spell: Creature Enchantment Mastery Other V
Increases the target's Creature Enchantment skill by 30 points.


value:
Inscribed spell: Creature Enchantment Mastery Other VI
Increases the target's Creature Enchantment skill by 35 points.


value:
Inscribed spell: Creature Enchantment Mastery Self IV
Increases the caster's Creature Enchantment skill by 25 points.


value:
Inscribed spell: Creature Enchantment Mastery Self V
Increases the caster's Creature Enchantment skill by 30 points.


value:
Inscribed spell: Creature Enchantment Mastery Self VI
Increases the caster's Creature Enchantment skill by 35 points.


value:
Inscribed spell: Finesse Weapon Ineptitude Other II
Decreases the target's Finesse Weapons skill by 15 points.


value:
Inscribed spell: Finesse Weapon Ineptitude Other III
Decreases the target's Finesse Weapons skill by 20 points.


value:
Inscribed spell: Finesse Weapon Ineptitude Other IV
Decreases the target's Finesse Weapons skill by 25 points.


value:
Inscribed spell: Finesse Weapon Ineptitude Other V
Decreases the target's Finesse Weapon skill by 30 points.


value:
Inscribed spell: Finesse Weapon Ineptitude Other VI
Decreases the target's Finesse Weapons skill by 35 points.


value:
Inscribed spell: Finesse Weapon Mastery Other II
Increases the target's Finesse Weapons skill by 15 points.


value:
Inscribed spell: Finesse Weapon Mastery Other III
Increases the target's Finesse Weapons skill by 20 points.


value:
Inscribed spell: Finesse Weapon Mastery Other IV
Increases the target's Finesse Weapons skill by 25 points.


value:
Inscribed spell: Finesse Weapon Mastery Other V
Increases the target's Finesse Weapons skill by 30 points.


value:
Inscribed spell: Finesse Weapon Mastery Other VI
Increases the target's Finesse Weapons skill by 35 points.


value:
Inscribed spell: Finesse Weapon Mastery Self II
Increases the caster's Finesse Weapons skill by 15 points.


value:
Inscribed spell: Finesse Weapon Mastery Self III
Increases the caster's Finesse Weapons skill by 20 points.


value:
Inscribed spell: Finesse Weapon Mastery Self IV
Increases the caster's Finesse Weapons skill by 25 points.


value:
Inscribed spell: Finesse Weapon Mastery Self V
Increases the caster's Finesse Weapons skill by 30 points.


value:
Inscribed spell: Finesse Weapon Mastery Self VI
Increases the caster's Finesse Weapons skill by 35 points.


value:
Inscribed spell: Deception Ineptitude Other III
Decreases the target's Deception skill by 20 points.


value:
Inscribed spell: Defenselessness Other II
Decreases the target's Missile Defense skill by 15 points.


value:
Inscribed spell: Defenselessness Other III
Decreases the target's Missile Defense skill by 20 points.


value:
Inscribed spell: Defenselessness Other IV
Decreases the target's Missile Defense skill by 25 points.


value:
Inscribed spell: Defenselessness Other VI
Decreases the target's Missile Defense skill by 35 points.


value:
Inscribed spell: Impregnability Other III
Increases the target's Missile Defense skill by 20 points.


value:
Inscribed spell: Item Enchantment Ineptitude Other III
Decreases the target's Item Enchantment skill by 20 points.


value:
Inscribed spell: Item Enchantment Ineptitude Other IV
Decreases the target's Item Enchantment skill by 25 points.


value:
Inscribed spell: Item Enchantment Ineptitude Other V
Decreases the target's Item Enchantment skill by 30 points.


value:
Inscribed spell: Item Enchantment Ineptitude Other VI
Decreases the target's Item Enchantment skill by 35 points.


value:
Inscribed spell: Item Enchantment Mastery Other II
Increases the target's Item Enchantment skill by 15 points.


value:
Inscribed spell: Item Enchantment Mastery Other III
Increases the target's Item Enchantment skill by 20 points.


value:
Inscribed spell: Item Enchantment Mastery Other IV
Increases the target's Item Enchantment skill by 25 points.


value:
Inscribed spell: Item Enchantment Mastery Other V
Increases the target's Item Enchantment skill by 30 points.


value:
Inscribed spell: Item Enchantment Mastery Other VI
Increases the target's Item Enchantment skill by 35 points.


value:
Inscribed spell: Item Enchantment Mastery Self II
Increases the caster's Item Enchantment skill by 15 points.


value:
Inscribed spell: Item Enchantment Mastery Self III
Increases the caster's Item Enchantment skill by 20 points.


value:
Inscribed spell: Item Enchantment Mastery Self IV
Increases the caster's Item Enchantment skill by 25 points.


value:
Inscribed spell: Item Enchantment Mastery Self V
Increases the caster's Item Enchantment skill by 30 points.


value:
Inscribed spell: Item Enchantment Mastery Self VI
Increases the caster's Item Enchantment skill by 35 points.


value:
Inscribed spell: Item Tinkering Expertise Other II
Increases the target's Item Tinkering skill by 15 points.


value:
Inscribed spell: Item Tinkering Expertise Other III
Increases the target's Item Tinkering skill by 20 points.


value:
Inscribed spell: Item Tinkering Expertise Other IV
Increases the target's Item Tinkering skill by 25 points.


value:
Inscribed spell: Item Tinkering Expertise Other V
Increases the target's Item Tinkering skill by 30 points.


value:
Inscribed spell: Item Tinkering Expertise Other VI
Increases the target's Item Tinkering skill by 35 points.


value:
Inscribed spell: Item Tinkering Expertise Self II
Increases the caster's Item Tinkering skill by 15 points.


value:
Inscribed spell: Item Tinkering Expertise Self III
Increases the caster's Item Tinkering skill by 20 points.


value:
Inscribed spell: Item Tinkering Expertise Self IV
Increases the caster's Item Tinkering skill by 25 points.


value:
Inscribed spell: Item Tinkering Expertise Self V
Increases the caster's Item Tinkering skill by 30 points.


value:
Inscribed spell: Item Tinkering Expertise Self VI
Increases the caster's Item Tinkering skill by 35 points.


value:
Inscribed spell: Item Tinkering Ignorance Other II
Decreases the target's Item Tinkering skill by 15 points.


value:
Inscribed spell: Item Tinkering Ignorance Other III
Decreases the target's Item Tinkering skill by 20 points.


value:
Inscribed spell: Item Tinkering Ignorance Other IV
Decreases the target's Item Tinkering skill by 25 points.


value:
Inscribed spell: Item Tinkering Ignorance Other V
Decreases the target's Item Tinkering skill by 30 points.


value:
Inscribed spell: Item Tinkering Ignorance Other VI
Decreases the target's Item Tinkering skill by 35 points.


value:
Inscribed spell: Leadership Ineptitude Other II
Decreases the target's Leadership skill by 15 points.


value:
Inscribed spell: Leadership Ineptitude Other III
Decreases the target's Leadership skill by 20 points.


value:
Inscribed spell: Leadership Ineptitude Other IV
Decreases the target's Leadership skill by 25 points.


value:
Inscribed spell: Leadership Ineptitude Other V
Decreases the target's Leadership skill by 30 points.


value:
Inscribed spell: Leadership Ineptitude Other VI
Decreases the target's Leadership skill by 35 points.


value:
Inscribed spell: Life Magic Ineptitude Other II
Decreases the target's Life Magic skill by 15 points.


value:
Inscribed spell: Life Magic Ineptitude Other III
Decreases the target's Life Magic skill by 20 points.


value:
Inscribed spell: Life Magic Ineptitude Other IV
Decreases the target's Life Magic skill by 25 points.


value:
Inscribed spell: Life Magic Ineptitude Other V
Decreases the target's Life Magic skill by 30 points.


value:
Inscribed spell: Life Magic Ineptitude Other VI
Decreases the target's Life Magic skill by 35 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Other II
Increases the target's Magic Item Tinkering skill by 15 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Other III
Increases the target's Magic Item Tinkering skill by 20 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Other IV
Increases the target's Magic Item Tinkering skill by 25 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Other V
Increases the target's Magic Item Tinkering skill by 30 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Other VI
Increases the target's Magic Item Tinkering skill by 35 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Self II
Increases the caster's Magic Item Tinkering skill by 15 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Self III
Increases the caster's Magic Item Tinkering skill by 20 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Self IV
Increases the caster's Magic Item Tinkering skill by 25 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Self V
Increases the caster's Magic Item Tinkering skill by 30 points.


value:
Inscribed spell: Magic Item Tinkering Expertise Self VI
Increases the caster's Magic Item Tinkering skill by 35 points.


value:
Inscribed spell: Magic Item Tinkering Ignorance Other II
Decreases the target's Magic Item Tinkering skill by 15 points.


value:
Inscribed spell: Magic Item Tinkering Ignorance Other III
Decreases the target's Magic Item Tinkering skill by 20 points.


value:
Inscribed spell: Magic Item Tinkering Ignorance Other IV
Decreases the target's Magic Item Tinkering skill by 25 points.


value:
Inscribed spell: Magic Item Tinkering Ignorance Other V
Decreases the target's Magic Item Tinkering skill by 30 points.


value:
Inscribed spell: Magic Item Tinkering Ignorance Other VI
Decreases the target's Magic Item Tinkering skill by 35 points.


value:
Inscribed spell: Mana Conversion Mastery Other II
Increases the target's Mana Conversion skill by 15 points.


value:
Inscribed spell: Mana Conversion Mastery Other III
Increases the target's Mana Conversion skill by 20 points.


value:
Inscribed spell: Mana Conversion Mastery Other IV
Increases the target's Mana Conversion skill by 25 points.


value:
Inscribed spell: Mana Conversion Mastery Other V
Increases the target's Mana Conversion skill by 30 points.


value:
Inscribed spell: Mana Conversion Mastery Other VI
Increases the target's Mana Conversion skill by 35 points.


value:
Inscribed spell: Mana Conversion Mastery Self II
Increases the caster's Mana Conversion skill by 15 points.


value:
Inscribed spell: Mana Conversion Mastery Self III
Increases the caster's Mana Conversion skill by 20 points.


value:
Inscribed spell: Mana Conversion Mastery Self IV
Increases the caster's Mana Conversion skill by 25 points.


value:
Inscribed spell: Mana Conversion Mastery Self V
Increases the caster's Mana Conversion skill by 30 points.


value:
Inscribed spell: Mana Conversion Mastery Self VI
Increases the caster's Mana Conversion skill by 35 points.


value:
Inscribed spell: Monster Attunement Other II
Increases the target's Assess Monster skill by 15 points.


value:
Inscribed spell: Monster Attunement Other III
Increases the target's Assess Monster skill by 20 points.


value:
Inscribed spell: Monster Attunement Other IV
Increases the target's Assess Monster skill by 25 points.


value:
Inscribed spell: Monster Attunement Other V
Increases the target's Assess Monster skill by 30 points.


value:
Inscribed spell: Monster Attunement Other VI
Increases the target's Assess Monster skill by 35 points.


value:
Inscribed spell: Monster Unfamiliarity Other II
Decreases the target's Assess Monster skill by 15 points.


value:
Inscribed spell: Monster Unfamiliarity Other III
Decreases the target's Assess Monster skill by 20 points.


value:
Inscribed spell: Monster Unfamiliarity Other IV
Decreases the target's Assess Monster skill by 25 points.


value:
Inscribed spell: Monster Unfamiliarity Other V
Decreases the target's Assess Monster skill by 30 points.


value:
Inscribed spell: Monster Unfamiliarity Other VI
Decreases the target's Assess Monster skill by 35 points.


value:
Inscribed spell: Person Attunement Other II
Increases the target's Assess Person skill by 15 points.


value:
Inscribed spell: Person Attunement Other III
Increases the target's Assess Person skill by 20 points.


value:
Inscribed spell: Person Attunement Other IV
Increases the target's Assess Person skill by 25 points.


value:
Inscribed spell: Person Attunement Other VI
Increases the target's Assess Person skill by 35 points.


value:
Inscribed spell: Person Attunement Self III
Increases the caster's Assess Person skill by 20 points.


value:
Inscribed spell: Person Unfamiliarity Other II
Decreases the target's Assess Person skill by 15 points.


value:
Inscribed spell: Person Unfamiliarity Other III
Decreases the target's Assess Person skill by 20 points.


value:
Inscribed spell: Person Unfamiliarity Other IV
Decreases the target's Assess Person skill by 25 points.


value:
Inscribed spell: Person Unfamiliarity Other V
Decreases the target's Assess Person skill by 30 points.


value:
Inscribed spell: Person Unfamiliarity Other VI
Decreases the target's Assess Person skill by 35 points.


value:
Inscribed spell: Magic Resistance Other III
Increases the target's Magic Defense skill by 20 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other II
Decreases the target's Heavy Weapons skill by 15 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other III
Decreases the target's Heavy Weapons skill by 20 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other IV
Decreases the target's Heavy Weapons skill by 25 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other V
Decreases the target's Heavy Weapons skill by 30 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other VI
Decreases the target's Heavy Weapons skill by 35 points.


value:
Inscribed spell: Heavy Weapon Mastery Other II
Increases the target's Heavy Weapons skill by 15 points.


value:
Inscribed spell: Heavy Weapon Mastery Other III
Increases the target's Heavy Weapons skill by 20 points.


value:
Inscribed spell: Heavy Weapon Mastery Other IV
Increases the target's Heavy Weapons skill by 25 points.


value:
Inscribed spell: Heavy Weapon Mastery Other V
Increases the target's Heavy Weapons skill by 30 points.


value:
Inscribed spell: Heavy Weapon Mastery Other VI
Increases the target's Heavy Weapons skill by 35 points.


value:
Inscribed spell: Heavy Weapon Mastery Self II
Increases the caster's Heavy Weapons skill by 15 points.


value:
Inscribed spell: Heavy Weapon Mastery Self III
Increases the caster's Heavy Weapons skill by 20 points.


value:
Inscribed spell: Heavy Weapon Mastery Self IV
Increases the caster's Heavy Weapons skill by 25 points.


value:
Inscribed spell: Heavy Weapon Mastery Self V
Increases the caster's Heavy Weapons skill by 30 points.


value:
Inscribed spell: Heavy Weapon Mastery Self VI
Increases the caster's Heavy Weapons skill by 35 points.


value:
Inscribed spell: War Magic Ineptitude Other III
Decreases the target's War Magic skill by 20 points.


value:
Inscribed spell: Weapon Tinkering Expertise Other II
Increases the target's Weapon Tinkering skill by 15 points.


value:
Inscribed spell: Weapon Tinkering Expertise Other III
Increases the target's Weapon Tinkering skill by 20 points.


value:
Inscribed spell: Weapon Tinkering Expertise Other IV
Increases the target's Weapon Tinkering skill by 25 points.


value:
Inscribed spell: Weapon Tinkering Expertise Other V
Increases the target's Weapon Tinkering skill by 30 points.


value:
Inscribed spell: Weapon Tinkering Expertise Other VI
Increases the target's Weapon Tinkering skill by 35 points.


value:
Inscribed spell: Weapon Tinkering Expertise Self II
Increases the caster's Weapon Tinkering skill by 15 points.


value:
Inscribed spell: Weapon Tinkering Expertise Self III
Increases the caster's Weapon Tinkering skill by 20 points.


value:
Inscribed spell: Weapon Tinkering Expertise Self IV
Increases the caster's Weapon Tinkering skill by 25 points.


value:
Inscribed spell: Weapon Tinkering Expertise Self V
Increases the caster's Weapon Tinkering skill by 30 points.


value:
Inscribed spell: Weapon Tinkering Expertise Self VI
Increases the caster's Weapon Tinkering skill by 35 points.


value:
Inscribed spell: Weapon Tinkering Ignorance Other II
Decreases the target's Weapon Tinkering skill by 15 points.


value:
Inscribed spell: Weapon Tinkering Ignorance Other III
Decreases the target's Weapon Tinkering skill by 20 points.


value:
Inscribed spell: Weapon Tinkering Ignorance Other IV
Decreases the target's Weapon Tinkering skill by 25 points.


value:
Inscribed spell: Weapon Tinkering Ignorance Other V
Decreases the target's Weapon Tinkering skill by 30 points.


value:
Inscribed spell: Weapon Tinkering Ignorance Other VI
Decreases the target's Weapon Tinkering skill by 35 points.


value:
Inscribed spell: Drain Stamina Other II
Drains 15% of the target's Stamina and gives it to the caster.


value:
Inscribed spell: Drain Stamina Other III
Drains 20% of the target's Stamina and gives it to the caster.


value:
Inscribed spell: Drain Stamina Other IV
Drains one-quarter of the target's Stamina and gives it to the caster.


value:
Inscribed spell: Drain Stamina Other VI
Drains 40% of the target's Stamina and gives it to the caster.


value:
Inscribed spell: Infuse Health Other II
Drains one-quarter of the caster's Health and gives 90% of that to the target.


value:
Inscribed spell: Infuse Health Other III
Drains one-quarter of the caster's Health and gives 105% of that to the target.


value:
Inscribed spell: Infuse Health Other IV
Drains one-quarter of the caster's Health and gives 120% of that to the target.


value:
Inscribed spell: Infuse Health Other V
Drains one-quarter of the caster's Health and gives 135% of that to the target.


value:
Inscribed spell: Infuse Health Other VI
Drains one-quarter of the caster's Health and gives 150% of that to the target.


value:
Inscribed spell: Infuse Mana Other II
Drains one-quarter of the caster's Mana and gives 90% of that to the target.


value:
Inscribed spell: Infuse Mana Other III
Drains one-quarter of the caster's Mana and gives 105% of that to the target.


value:
Inscribed spell: Infuse Mana Other IV
Drains one-quarter of the caster's Mana and gives 120% of that to the target.


value:
Inscribed spell: Infuse Mana Other V
Drains one-quarter of the caster's Mana and gives 135% of that to the target.


value:
Inscribed spell: Infuse Mana Other VI
Drains one-quarter of the caster's Mana and gives 150% of that to the target.


value:
Inscribed spell: Infuse Stamina Other II
Drains one-quarter of the caster's Stamina and gives 90% of that to the target.


value:
Inscribed spell: Infuse Stamina Other III
Drains one-quarter of the caster's Stamina and gives 105% of that to the target.


value:
Inscribed spell: Infuse Stamina Other IV
Drains one-quarter of the caster's Stamina and gives 120% of that to the target.


value:
Inscribed spell: Infuse Stamina Other V
Drains one-quarter of the caster's Stamina and gives 135% of that to the target.


value:
Inscribed spell: Infuse Stamina Other VI
Drains one-quarter of the caster's Stamina and gives 150% of that to the target.


value:
Inscribed spell: Drain Health Other III
Drains 25% of the target's Health and gives 133% of it to the caster.


value:
Inscribed spell: Drain Health Other IV
Drains one-quarter of the target's Health and gives 100% of it to the caster.


value:
Inscribed spell: Drain Health Other VI
Drains 40% of the target's Health and gives 75% of it to the caster.


value:
Inscribed spell: Force Bolt II
Shoots a bolt of force at the target. The bolt does 26-52 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Monster Attunement Self II
Increases the caster's Assess Monster skill by 15 points.


value:
Inscribed spell: Monster Attunement Self III
Increases the caster's Assess Monster skill by 20 points.


value:
Inscribed spell: Monster Attunement Self IV
Increases the caster's Assess Monster skill by 25 points.


value:
Inscribed spell: Monster Attunement Self V
Increases the caster's Assess Monster skill by 30 points.


value:
Inscribed spell: Monster Attunement Self VI
Increases the caster's Assess Monster skill by 35 points.


value:
Inscribed spell: Fletching Ineptitude Other III
Decreases the target's Fletching skill by 20 points.


value:
Inscribed spell: Flame Bolt II
Shoots a bolt of flame at the target.  The bolt does 26-52 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Bolt III
Shoots a bolt of flame at the target.  The bolt does 42-84 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Bolt IV
Shoots a bolt of flame at the target.  The bolt does 52-105 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Bolt V
Shoots a bolt of flame at the target.  The bolt does 68-136 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Bolt VI
Shoots a bolt of flame at the target.  The bolt does 84-168 points of fire damage to the first thing it hits.


value:
Inscribed spell: Searing Disc
Shoots eight waves of acid outward from the caster. Each wave does 42-84 points of acid damage to the first thing it hits.


value:
Inscribed spell: Horizon's Blades
Shoots eight blades outward from the caster. Each blade does 42-84 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Cassius' Ring of Fire
Shoots eight waves of flame outward from the caster. Each wave does 42-84 points of fire damage to the first thing it hits.


value:
Inscribed spell: Nuhmudira's Spines
Shoots eight waves of force outward from the caster. Each wave does 42-84 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Halo of Frost
Shoots eight waves of frost outward from the caster. Each wave does 42-84 points of cold damage to the first thing it hits.


value:
Inscribed spell: Eye of the Storm
Shoots eight waves of lightning outward from the caster. Each wave does 42-84 points of electric damage to the first thing it hits.


value:
Inscribed spell: Tectonic Rifts
Shoots eight shock waves outward from the caster. Each wave does 42-84 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Blistering Creeper
Sends a wall of five balls of acid, two high, slowly towards the target. Each ball does 35-70 points of acid damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Bed of Blades
Sends a wall of five whirling blades, two high, slowly towards the target. Each blade does 35-70 points of slashing damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Slithering Flames
Sends a wall of five balls of fire, two high, slowly towards the target. Each ball does 35-70 points of fire damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Spike Strafe
Sends a wall of five bolts of force, two high, slowly towards the target. Each bolt does 35-70 points of piercing damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Foon-Ki's Glacial Floe
Sends a wall of five balls of frost, two high, slowly towards the target. Each ball does 35-70 points of cold damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Os' Wall
Sends a wall of five bolts of lightning, two high, slowly towards the target. Each ball does 35-70 points of electric damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Hammering Crawler
Sends a wall of five shockwaves, two high, slowly towards the target. Each wave does 35-70 points of bludgeoning damage to the first thing it hits. The wall is created 2 meters in front of the caster. 


value:
Inscribed spell: Acid Streak I
Sends a stream of acid streaking towards the target. The stream does 16-31 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Streak II
Sends a stream of acid streaking towards the target. The stream does 18-35 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Streak III
Sends a stream of acid streaking towards the target. The stream does 21-42 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Streak IV
Sends a stream of acid streaking towards the target. The stream does 25-50 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Streak V
Sends a stream of acid streaking towards the target. The stream does 29-59 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Streak VI
Sends a stream of acid streaking towards the target. The stream does 36-71 points of acid damage to the first thing it hits.


value:
Inscribed spell: Flame Streak II
Sends a bolt of flame streaking towards the target.  The bolt does 18-35 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Streak III
Sends a bolt of flame streaking towards the target.  The bolt does 21-42 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Streak IV
Sends a bolt of flame streaking towards the target.  The bolt does 25-50 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Streak V
Sends a bolt of flame streaking towards the target.  The bolt does 29-59 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Streak VI
Sends a bolt of flame streaking towards the target.  The bolt does 36-71 points of fire damage to the first thing it hits.


value:
Inscribed spell: Force Streak I
Sends a bolt of force streaking towards the target. The bolt does 16-31 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Streak II
Sends a bolt of force streaking towards the target. The bolt does 18-35 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Streak III
Sends a bolt of force streaking towards the target. The bolt does 21-42 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Streak IV
Sends a bolt of force streaking towards the target. The bolt does 25-50 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Streak V
Sends a bolt of force streaking towards the target. The bolt does 29-59 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Streak VI
Sends a bolt of force streaking towards the target. The bolt does 36-71 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Frost Streak I
Sends a bolt of frost streaking towards the target. The bolt does 16-31 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Streak II
Sends a bolt of frost streaking towards the target. The bolt does 18-35 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Streak III
Sends a bolt of cold streaking towards the target. The bolt does 21-42 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Streak IV
Sends a bolt of cold streaking towards the target. The bolt does 25-50 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Streak V
Sends a bolt of cold streaking towards the target. The bolt does 29-59 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Streak VI
Sends a bolt of cold streaking towards the target. The bolt does 36-71 points of cold damage to the first thing it hits.


value:
Inscribed spell: Lightning Streak I
Sends a bolt of lighting streaking towards the target. The bolt does 16-31 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Streak II
Sends a bolt of lighting streaking towards the target. The bolt does 18-35 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Streak III
Sends a bolt of lighting streaking towards the target. The bolt does 21-42 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Streak V
Sends a bolt of lighting streaking towards the target. The bolt does 29-59 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Streak VI
Sends a bolt of lighting streaking towards the target. The bolt does 36-71 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Shock Wave Streak I
Sends a shock wave streaking towards the target. The wave does 16-31 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave Streak II
Sends a shock wave streaking towards the target. The wave does 18-35 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave Streak III
Sends a shock wave streaking towards the target. The wave does 21-42 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave Streak IV
Sends a shock wave streaking towards the target. The wave does 25-50 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave Streak V
Sends a shock wave streaking towards the target. The wave does 29-59 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Wave Streak VI
Sends a shock wave streaking towards the target. The wave does 36-71 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade Streak I
Sends a magical blade streaking towards the target. The bolt does 16-31 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade Streak II
Sends a magical blade streaking towards the target. The bolt does 18-35 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade Streak III
Sends a magical blade streaking towards the target. The bolt does 21-42 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade Streak IV
Sends a magical blade streaking towards the target. The bolt does 25-50 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade Streak V
Sends a magical blade streaking towards the target. The bolt does 29-59 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Whirling Blade Streak VI
Sends a magical blade streaking towards the target. The bolt does 36-71 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Lightning Volley III
Shoots three bolts of lightning toward the target. Each bolt does 15-31 points of electric damage to the first thing it hits.


value:
Inscribed spell: Mana Conversion Ineptitude Other II
Decreases the target's Mana Conversion skill by 15 points.


value:
Inscribed spell: Mana Conversion Ineptitude Other III
Decreases the target's Mana Conversion skill by 20 points.


value:
Inscribed spell: Mana Conversion Ineptitude Other IV
Decreases the target's Mana Conversion skill by 25 points.


value:
Inscribed spell: Mana Conversion Ineptitude Other V
Decreases the target's Mana Conversion skill by 30 points.


value:
Inscribed spell: Mana Conversion Ineptitude Other VI
Decreases the target's Mana Conversion skill by 35 points.


value:
Inscribed spell: Health to Mana Self II
Drains one-half of the caster's Health and gives 100% of that to his/her Mana (maximum of 100).


value:
Inscribed spell: Health to Mana Self III
Drains one-half of the caster's Health and gives 110% of that to his/her Mana (maximum of 150).


value:
Inscribed spell: Health to Mana Self IV
Drains one-half of the caster's Health and gives 120% of that to his/her Mana (maximum of 200).


value:
Inscribed spell: Health to Mana Self V
Drains one-half of the caster's Health and gives 135% of that to his/her Mana.


value:
Inscribed spell: Health to Mana Self VI
Drains one-half of the caster's Health and gives 150% of that to his/her Mana.


value:
Inscribed spell: Health to Stamina Self II
Drains one-half of the caster's Health and gives 100% of that to his/her Stamina (maximum of 100).


value:
Inscribed spell: Health to Stamina Self III
Drains one-half of the caster's Health and gives 110% of that to his/her Stamina (maximum of 150).


value:
Inscribed spell: Health to Stamina Self IV
Drains one-half of the caster's Health and gives 120% of that to his/her Stamina (maximum of 200).


value:
Inscribed spell: Health to Stamina Self V
Drains one-half of the caster's Health and gives 135% of that to his/her Stamina.


value:
Inscribed spell: Health to Stamina Self VI
Drains one-half of the caster's Health and gives 150% of that to his/her Stamina.


value:
Inscribed spell: Mana to Health Self II
Drains one-half of the caster's Mana and gives 100% of that to his/her Health (maximum of 100).


value:
Inscribed spell: Mana to Health Self III
Drains one-half of the caster's Mana and gives 110% of that to his/her Health (maximum of 150).


value:
Inscribed spell: Mana to Health Self IV
Drains one-half of the caster's Mana and gives 120% of that to his/her Health (maximum of 200).


value:
Inscribed spell: Mana to Health Self V
Drains one-half of the caster's Mana and gives 135% of that to his/her Health.


value:
Inscribed spell: Mana to Health Self VI
Drains one-half of the caster's Mana and gives 150% of that to his/her Health.


value:
Inscribed spell: Mana to Stamina Self II
Drains one-half of the caster's Mana and gives 100% of that to his/her Stamina (maximum of 100).


value:
Inscribed spell: Mana to Stamina Self III
Drains one-half of the caster's Mana and gives 110% of that to his/her Stamina (maximum of 150).


value:
Inscribed spell: Mana to Stamina Self IV
Drains one-half of the caster's Mana and gives 120% of that to his/her Stamina (maximum of 200).


value:
Inscribed spell: Mana to Stamina Self V
Drains one-half of the caster's Mana and gives 135% of that to his/her Stamina.


value:
Inscribed spell: Mana to Stamina Self VI
Drains one-half of the caster's Mana and gives 150% of that to his/her Stamina.


value:
Inscribed spell: Stamina to Health Self II
Drains one-half of the caster's Stamina and gives 100% of that to his/her Health (maximum of 100).


value:
Inscribed spell: Stamina to Health Self III
Drains one-half of the caster's Stamina and gives 110% of that to his/her Health (maximum of 150).


value:
Inscribed spell: Stamina to Health Self IV
Drains one-half of the caster's Stamina and gives 120% of that to his/her Health (maximum of 200).


value:
Inscribed spell: Stamina to Health Self V
Drains one-half of the caster's Stamina and gives 135% of that to his/her Health.


value:
Inscribed spell: Stamina to Health Self VI
Drains one-half of the caster's Stamina and gives 150% of that to his/her Health.


value:
Inscribed spell: Stamina to Mana Self II
Drains one-half of the caster's Stamina and gives 100% of that to his/her Mana (maximum of 100).


value:
Inscribed spell: Stamina to Mana Self III
Drains one-half of the caster's Stamina and gives 110% of that to his/her Mana (maximum of 150).


value:
Inscribed spell: Stamina to Mana Self IV
Drains one-half of the caster's Stamina and gives 120% of that to his/her Mana (maximum of 200).


value:
Inscribed spell: Stamina to Mana Self V
Drains one-half of the caster's Stamina and gives 135% of that to his/her Mana.


value:
Inscribed spell: Stamina to Mana Self VI
Drains one-half of the caster's Stamina and gives 150% of that to his/her Mana.


value:
Inscribed spell: Drain Mana Other IV
Drains one-quarter of the target's Mana and gives it to the caster.


value:
This nullified shell is all that remains of the living Statue of a Banderling that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of Ben Ten that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Drudge that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Golem that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Gromnie that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Mosswart that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Reedshark that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Sclavus that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Shadow that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Skeleton that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of Thorsten Cragstone that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Tumerok that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
This nullified shell is all that remains of the living Statue of a Virindi that once threatened our peaceful town. Destroyed through the sole efforts of the citizens of Dereth, it remains as a testament to their valor. This land is yours now.


value:
Inscribed spell: Evaporate Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 1 from the target.


value:
Inscribed spell: Extinguish Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 2 or lower from the target.


value:
Inscribed spell: Cleanse Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 3 or lower from the target.


value:
Inscribed spell: Devour Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 4 or lower from the target.


value:
Inscribed spell: Purge Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 5 or lower from the target.


value:
Inscribed spell: Nullify Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 6 or lower from the target.


value:
Inscribed spell: Evaporate Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 1 from the caster.


value:
Inscribed spell: Extinguish Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 2 or lower from the caster.


value:
Inscribed spell: Cleanse Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 3 or lower from the caster.


value:
Inscribed spell: Devour Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 4 or lower from the caster.


value:
Inscribed spell: Purge Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 5 or lower from the caster.


value:
Inscribed spell: Nullify Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 6 or lower from the caster.


value:
Inscribed spell: Evaporate Item Magic
Dispels 3-6 negative Item Magic enchantments of level 1 from the target.


value:
Inscribed spell: Extinguish Item Magic
Dispels 3-6 negative Item Magic enchantments of level 2 or lower from the target.


value:
Inscribed spell: Cleanse Item Magic
Dispels 3-6 negative Item Magic enchantments of level 3 or lower from the target.


value:
Inscribed spell: Devour Item Magic
Dispels 3-6 negative Item Magic enchantments of level 4 or lower from the target.


value:
Inscribed spell: Purge Item Magic
Dispels 3-6 negative Item Magic enchantments of level 5 or lower from the target.


value:
Inscribed spell: Nullify Item Magic
Dispels 3-6 negative Item Magic enchantments of level 6 or lower from the target.


value:
Inscribed spell: Evaporate Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 1 from the target.


value:
Inscribed spell: Extinguish Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 2 or lower from the target.


value:
Inscribed spell: Cleanse Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 3 or lower from the target.


value:
Inscribed spell: Devour Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 4 or lower from the target.


value:
Inscribed spell: Purge Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 5 or lower from the target.


value:
Inscribed spell: Nullify Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 6 or lower from the target.


value:
Inscribed spell: Evaporate Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 1 from the caster.


value:
Inscribed spell: Extinguish Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 2 or lower from the caster.


value:
Inscribed spell: Cleanse Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 3 or lower from the caster.


value:
Inscribed spell: Devour Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 4 or lower from the caster.


value:
Inscribed spell: Purge Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 5 or lower from the caster.


value:
Inscribed spell: Nullify Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 6 or lower from the caster.


value:
Inscribed spell: Olthoi's Bane
Increases a shield or piece of armor's resistance to acid damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Olthoi Bait
Decreases a shield or piece of armor's resistance to acid damage by 170%.


value:
Inscribed spell: Swordsman's Bane
Increases a shield or piece of armor's resistance to slashing damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Swordsman Bait
Decreases a shield or piece of armor's resistance to slashing damage by 170%.


value:
Inscribed spell: Tusker's Bane
Increases a shield or piece of armor's resistance to bludgeoning damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Tusker Bait
Decreases a shield or piece of armor's resistance to bludgeoning damage by 170%.


value:
Inscribed spell: Aura of Cragstone's Will
Increases the Melee Defense skill modifier of a weapon or magic caster by 17%.


value:
Inscribed spell: Inferno's Bane
Increases a shield or piece of armor's resistance to fire damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Inferno Bait
Decreases a shield or piece of armor's resistance to fire damage by 170%.


value:
Inscribed spell: Gelidite's Bane
Increases a shield or piece of armor's resistance to cold damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Gelidite Bait
Decreases a shield or piece of armor's resistance to cold damage by 170%.


value:
Inscribed spell: Aura of Elysa's Sight
Increases a weapon's Attack Skill modifier by 17.0 percentage points.


value:
Inscribed spell: Cabalistic Ostracism
Decreases a magic casting implement's mana conversion bonus by 70%.


value:
Inscribed spell: Brogard's Defiance
Improves a shield or piece of armor's armor value by 220 points. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Astyrrian's Bane
Increases a shield or piece of armor's resistance to electric damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Astyrrian Bait
Decreases a shield or piece of armor's resistance to electric damage by 170%.


value:
Inscribed spell: Wi's Folly
Decreases the Melee Defense skill modifier of a weapon or magic caster by 17%.


value:
Inscribed spell: Archer's Bane
Increases a shield or piece of armor's resistance to piercing damage by 170%. Target yourself to cast this spell on all of your equipped armor.


value:
Inscribed spell: Archer Bait
Decreases a shield or piece of armor's resistance to piercing damage by 170%.


value:
Inscribed spell: Aura of Mystic's Blessing
Increases a magic casting implement's mana conversion bonus by 70%.


value:
Inscribed spell: Clouded Motives
Decreases a weapon's Attack Skill modifier by 17.0 percentage points.


value:
Inscribed spell: Corrosive Flash
Sends a stream of acid streaking towards the target. The stream does 42-84 points of acid damage to the first thing it hits.


value:
Inscribed spell: Disintegration
Shoots a stream of acid at the target. The stream does 115-189 points of acid damage to the first thing it hits.


value:
Inscribed spell: Thousand Fists
Shoots five shock waves toward the target. Each wave does 42-84 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Ilservian's Flame
Shoots a bolt of flame at the target.  The bolt does 115-189 points of fire damage to the first thing it hits.


value:
Inscribed spell: Sizzling Fury
Sends a bolt of flame streaking towards the target.  The bolt does 42-84 points of fire damage to the first thing it hits.


value:
Inscribed spell: The Spike
Shoots a bolt of force at the target. The bolt does 115-189 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Outlander's Insolence
Sends a bolt of force streaking towards the target. The bolt does 42-84 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Icy Torment
Shoots a bolt of cold at the target. The bolt does 115-189 points of cold damage to the first thing it hits.


value:
Inscribed spell: Sudden Frost
Sends a bolt of cold streaking towards the target. The bolt does 42-84 points of cold damage to the first thing it hits.


value:
Inscribed spell: Alset's Coil
Shoots a bolt of lighting at the target. The bolt does 115-189 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lhen's Flare
Sends a bolt of lighting streaking towards the target. The bolt does 42-84 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Crushing Shame
Shoots a shock wave at the target. The wave does 115-189 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Cameron's Curse
Sends a shock wave streaking towards the target. The wave does 42-84 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Evisceration
Shoots a magical blade at the target. The bolt does 115-189 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Rending Wind
Sends a magical blade streaking towards the target. The bolt does 42-84 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blessing of the Mace Turner
Reduces damage the caster takes from Bludgeoning by 65%.


value:
Inscribed spell: Unflinching Persistence
Increases the rate at which the caster regains Stamina by 115%.


value:
Inscribed spell: Light Weapon Ineptitude Other VII
Decreases the target's Light Weapons skill by 40 points.


value:
Inscribed spell: Light Weapon Mastery Other VII
Increases the target's Light Weapons skill by 40 points.


value:
Inscribed spell: Light Weapon Mastery Self VII
Increases the caster's Light Weapons skill by 40 points.


value:
Inscribed spell: Missile Weapon Ineptitude Other VII
Decreases the target's Missile Weapons skill by 40 points.


value:
Inscribed spell: Missile Weapon Mastery Other VII
Increases the target's Missile Weapons skill by 40 points.


value:
Inscribed spell: Missile Weapon Mastery Self VII
Increases the caster's Missile Weapons skill by 40 points.


value:
Inscribed spell: Finesse Weapon Ineptitude Other VII
Decreases the target's Finesse Weapons skill by 40 points.


value:
Inscribed spell: Finesse Weapon Mastery Other VII
Increases the target's Finesse Weapons skill by 40 points.


value:
Inscribed spell: Finesse Weapon Mastery Self VII
Increases the caster's Finesse Weapons skill by 40 points.


value:
Inscribed spell: Celdiseth's Blessing
Increases the caster's Magic Item Tinkering skill by 40 points.


value:
Inscribed spell: Heavy Weapon Ineptitude Other VII
Decreases the target's Heavy Weapons skill by 40 points.


value:
Inscribed spell: Heavy Weapon Mastery Other VII
Increases the target's Heavy Weapons skill by 40 points.


value:
Inscribed spell: Heavy Weapon Mastery Self VII
Increases the caster's Heavy Weapons skill by 40 points.


value:
Inscribed spell: Vitality Siphon
Drains 50% of the target's Health and gives 50% of it to the caster.


value:
Inscribed spell: Cannibalize
Drains one-half of the caster's Health and gives 175% of that to his/her Mana.


value:
Inscribed spell: Self Sacrifice
Drains one-half of the caster's Health and gives 175% of that to his/her Stamina.


value:
Inscribed spell: Gift of Vitality
Drains one-quarter of the caster's Health and gives 175% of that to the target.


value:
Inscribed spell: Gift of Essence
Drains one-quarter of the caster's Mana and gives 175% of that to the target.


value:
Inscribed spell: Gift of Vigor
Drains one-quarter of the caster's Stamina and gives 175% of that to the target.


value:
Inscribed spell: Energize Vitality
Drains one-half of the caster's Mana and gives 175% of that to his/her Health.


value:
Inscribed spell: Energize Vigor
Drains one-half of the caster's Mana and gives 175% of that to his/her Stamina.


value:
Inscribed spell: Rushed Recovery
Drains one-half of the caster's Stamina and gives 175% of that to his/her Health.


value:
Inscribed spell: Meditative Trance
Drains one-half of the caster's Stamina and gives 175% of that to his/her Mana.


value:
Inscribed spell: Primary Portal Recall
Transports the caster to the destination of the portal last successfully linked to with Primary Portal Tie.


value:
Inscribed spell: Secondary Portal Recall
Transports the caster to the destination of the portal last successfully linked to with Secondary Portal Tie.


value:
Inscribed spell: Summon Secondary Portal I
Summons a portal that goes to the destination of the caster's linked portal, set with Secondary Portal Tie.


value:
Inscribed spell: Summon Secondary Portal III
Summons a portal that goes to the destination of the caster's linked portal, set with Secondary Portal Tie.


value:
Inscribed spell: Martyr's Hecatomb I
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 75% of the amount drained.


value:
Inscribed spell: Martyr's Hecatomb II
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 90% of the amount drained.


value:
Inscribed spell: Martyr's Hecatomb III
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 105% of the amount drained.


value:
Inscribed spell: Martyr's Hecatomb IV
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 125% of the amount drained.


value:
Inscribed spell: Martyr's Hecatomb V
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 150% of the amount drained.


value:
Inscribed spell: Martyr's Hecatomb VI
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 175% of the amount drained.


value:
Inscribed spell: Martyr's Hecatomb VII
Drains one-quarter of the caster's health into a bolt of energy.  When struck by the bolt, the target's health is reduced by 200% of the amount drained.


value:
Inscribed spell: Martyr's Blight I
Drains one-quarter of the caster's mana into a bolt of energy.  When struck by the bolt, the target's mana is reduced by 75% of the amount drained.


value:
Inscribed spell: Martyr's Blight III
Drains one-quarter of the caster's mana into a bolt of energy.  When struck by the bolt, the target's mana is reduced by 105% of the amount drained.


value:
Inscribed spell: Martyr's Blight IV
Drains one-quarter of the caster's mana into a bolt of energy.  When struck by the bolt, the target's mana is reduced by 125% of the amount drained.


value:
Inscribed spell: Martyr's Blight V
Drains one-quarter of the caster's mana into a bolt of energy.  When struck by the bolt, the target's mana is reduced by 150% of the amount drained.


value:
Inscribed spell: Martyr's Blight VI
Drains one-quarter of the caster's mana into a bolt of energy.  When struck by the bolt, the target's mana is reduced by 175% of the amount drained.


value:
Inscribed spell: Martyr's Blight VII
Drains one-quarter of the caster's mana into a bolt of energy.  When struck by the bolt, the target's mana is reduced by 200% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity I
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 75% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity II
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 90% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity III
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 105% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity IV
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 125% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity V
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 150% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity VI
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 175% of the amount drained.


value:
Inscribed spell: Martyr's Tenacity VII
Drains one-quarter of the caster's stamina into a bolt of energy.  When struck by the bolt, the target's stamina is reduced by 200% of the amount drained.


value:
Inscribed spell: Acid Arc I
Shoots a stream of acid at the target. The stream does 16-30 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Arc II
Shoots a stream of acid at the target. The stream does 26-52 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Arc III
Shoots a stream of acid at the target. The stream does 42-84 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Arc IV
Shoots a stream of acid at the target. The stream does 52-105 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Arc V
Shoots a stream of acid at the target. The stream does 68-136 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Arc VI
Shoots a stream of acid at the target. The stream does 84-168 points of acid damage to the first thing it hits.


value:
Inscribed spell: Acid Arc VII
Shoots a stream of acid at the target. The stream does 115-189 points of acid damage to the first thing it hits.


value:
Inscribed spell: Blade Arc I
Shoots a magical blade at the target. The bolt does 16-30 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blade Arc II
Shoots a magical blade at the target. The bolt does 26-52 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blade Arc IV
Shoots a magical blade at the target. The bolt does 52-105 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blade Arc V
Shoots a magical blade at the target. The bolt does 68-136 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blade Arc VI
Shoots a magical blade at the target. The bolt does 84-168 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Blade Arc VII
Shoots a magical blade at the target. The bolt does 115-189 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Flame Arc I
Shoots a bolt of flame at the target.  The bolt does 16-30 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Arc II
Shoots a bolt of flame at the target.  The bolt does 26-52 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Arc III
Shoots a bolt of flame at the target.  The bolt does 42-84 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Arc IV
Shoots a bolt of flame at the target.  The bolt does 52-105 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Arc VI
Shoots a bolt of flame at the target.  The bolt does 84-168 points of fire damage to the first thing it hits.


value:
Inscribed spell: Flame Arc VII
Shoots a bolt of flame at the target.  The bolt does 115-189 points of fire damage to the first thing it hits.


value:
Inscribed spell: Force Arc I
Shoots a bolt of force at the target. The bolt does 16-30 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Arc II
Shoots a bolt of force at the target. The bolt does 26-52 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Arc III
Shoots a bolt of force at the target. The bolt does 42-84 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Arc IV
Shoots a bolt of force at the target. The bolt does 52-105 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Arc V
Shoots a bolt of force at the target. The bolt does 68-136 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Arc VI
Shoots a bolt of force at the target. The bolt does 84-168 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Force Arc VII
Shoots a bolt of force at the target. The bolt does 115-189 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Frost Arc I
Shoots a bolt of frost at the target. The bolt does 16-30 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Arc II
Shoots a bolt of frost at the target. The bolt does 26-52 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Arc III
Shoots a bolt of cold at the target. The bolt does 42-84 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Arc IV
Shoots a bolt of cold at the target. The bolt does 52-105 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Arc V
Shoots a bolt of cold at the target. The bolt does 68-136 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Arc VI
Shoots a bolt of cold at the target. The bolt does 84-168 points of cold damage to the first thing it hits.


value:
Inscribed spell: Frost Arc VII
Shoots a bolt of cold at the target. The bolt does 115-189 points of cold damage to the first thing it hits.


value:
Inscribed spell: Lightning Arc II
Shoots a bolt of lighting at the target. The bolt does 26-52 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Arc III
Shoots a bolt of lighting at the target. The bolt does 42-84 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Arc IV
Shoots a bolt of lighting at the target. The bolt does 52-105 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Arc V
Shoots a bolt of lighting at the target. The bolt does 68-136 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Arc VI
Shoots a bolt of lighting at the target. The bolt does 84-168 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Lightning Arc VII
Shoots a bolt of lighting at the target. The bolt does 115-189 points of electrical damage to the first thing it hits.


value:
Inscribed spell: Shock Arc I
Shoots a shock wave at the target. The wave does 16-30 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Arc II
Shoots a shock wave at the target. The wave does 26-52 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Arc III
Shoots a shock wave at the target. The wave does 42-84 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Arc IV
Shoots a shock wave at the target. The wave does 52-105 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Arc V
Shoots a shock wave at the target. The wave does 68-136 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Arc VI
Shoots a shock wave at the target. The wave does 84-168 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Shock Arc VII
Shoots a shock wave at the target. The wave does 115-189 points of bludgeoning damage to the first thing it hits.


value:
Inscribed spell: Eradicate Creature Magic Other
Dispels 3-6 negative Creature Magic enchantments of level 7 or lower from the target.


value:
Inscribed spell: Eradicate Creature Magic Self
Dispels 3-6 negative Creature Magic enchantments of level 7 or lower from the caster.


value:
Inscribed spell: Eradicate Item Magic
Dispels 3-6 negative Item Magic enchantments of level 7 or lower from the target.


value:
Inscribed spell: Eradicate Life Magic Other
Dispels 3-6 negative Life Magic enchantments of level 7 or lower from the target.


value:
Inscribed spell: Eradicate Life Magic Self
Dispels 3-6 negative Life Magic enchantments of level 7 or lower from the caster.


value:
Inscribed spell: Aura of Spirit Drinker Self I
Increases the elemental damage bonus of an elemental magic caster by 1%.


value:
Inscribed spell: Aura of Spirit Drinker Self II
Increases the elemental damage bonus of an elemental magic caster by 2%.


value:
Inscribed spell: Aura of Spirit Drinker Self III
Increases the elemental damage bonus of an elemental magic caster by 3%.


value:
Inscribed spell: Aura of Spirit Drinker Self IV
Increases the elemental damage bonus of an elemental magic caster by 4%.


value:
Inscribed spell: Aura of Spirit Drinker Self V
Increases the elemental damage bonus of an elemental magic caster by 5%.


value:
Inscribed spell: Aura of Spirit Drinker Self VI
Increases the elemental damage bonus of an elemental magic caster by 6%.


value:
Inscribed spell: Aura of Infected Spirit Caress
Increases the elemental damage bonus of an elemental magic caster by 7%.


value:
Inscribed spell: Spirit Loather I
Decreases the elemental damage bonus of an elemental magic caster by 1%.


value:
Inscribed spell: Spirit Loather II
Decreases the elemental damage bonus of an elemental magic caster by 2%.


value:
Inscribed spell: Spirit Loather III
Decreases the elemental damage bonus of an elemental magic caster by 3%.


value:
Inscribed spell: Spirit Loather IV
Decreases the elemental damage bonus of an elemental magic caster by 4%.


value:
Inscribed spell: Spirit Loather V
Decreases the elemental damage bonus of an elemental magic caster by 5%.


value:
Inscribed spell: Spirit Loather VI
Decreases the elemental damage bonus of an elemental magic caster by 6%.


value:
Inscribed spell: Spirit Pacification
Decreases the elemental damage bonus of an elemental magic caster by 7%.


value:
Inscribed spell: Curse of Raven Fury
Drains half of the caster´┐¢s health and projects a ring of vicious energy outwards. When struck, the target´┐¢s health is reduced by 200% of the amount drained from the caster.


value:
Inscribed spell: Ring around the Rabbit
Shoots eight rabbits outward from the caster. Each rabbit does 40-80 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Call of the Mhoire Forge
Calls the spirit to the location of the forge of House Mhoire.


value:
Inscribed spell: Paradox-touched Olthoi Infested Area Recall
Transports the caster to the area infested by the Paradox-touched Olthoi.


value:
Inscribed spell: Incantation of Armor Tinkering Ignorance Other
Decreases the target's Armor Tinkering skill by 45 points.


value:
Inscribed spell: Incantation of Blade Protection Self
Reduces damage the caster takes from Slashing by 68%


value:
Inscribed spell: Incantation of Bludgeoning Protection Self
Reduces damage the caster takes from Bludgeoning by 68%


value:
Inscribed spell: Incantation of Cold Protection Self
Reduces damage the caster takes from Cold by 68%


value:
Inscribed spell: Incantation of Fire Protection Self
Reduces damage the caster takes from Fire by 68%


value:
Inscribed spell: Incantation of Healing Mastery Self
Increases the caster's Healing skill by 45 points.


value:
Inscribed spell: Incantation of Life Magic Mastery Self
Increases the caster's Life Magic skill by 45 points.


value:
Inscribed spell: Incantation of Lightning Protection Self
Reduces damage the caster takes from Lightning by 68%


value:
Inscribed spell: Incantation of Acid Arc
Shoots a stream of acid at the target. The stream does 142-204 points of acid damage to the first thing it hits.


value:
Inscribed spell: Incantation of Acid Protection Self
Reduces damage the caster takes from acid by 68%


value:
Inscribed spell: Incantation of Piercing Protection Self
Reduces damage the caster takes from Piercing by 68%


value:
Inscribed spell: Two Handed Combat Mastery Self IV
Increases the caster's Two Handed Combat skill by 25 points.


value:
Inscribed spell: Two Handed Combat Mastery Self V
Increases the caster's Two Handed Combat skill by 30 points.


value:
Inscribed spell: Two Handed Combat Mastery Self VI
Increases the caster's Two Handed Combat skill by 35 points.


value:
Inscribed spell: Two Handed Combat Mastery Self I
Increases the caster's Two Handed Combat skill by 10 points.


value:
Inscribed spell: Two Handed Combat Ineptitude Other III
Decreases the target's Two Handed Combat skill by 20 points.


value:
Inscribed spell: Two Handed Combat Ineptitude Other IV
Decreases the target's Two Handed Combat skill by 25 points.


value:
Inscribed spell: Two Handed Combat Ineptitude Other V
Decreases the target's Two Handed Combat skill by 30 points.


value:
Inscribed spell: Two Handed Combat Ineptitude Other VI
Decreases the target's Two Handed Combat skill by 35 points.


value:
Inscribed spell: Two Handed Combat Ineptitude Other I
Decreases the target's Two Handed Combat skill by 10 points.


value:
Inscribed spell: Two Handed Combat Mastery Other II
Increases the target's Two Handed Combat skill by 15 points.


value:
Inscribed spell: Two Handed Combat Mastery Other III
Increases the target's Two Handed Combat skill by 20 points.


value:
Inscribed spell: Two Handed Combat Mastery Other IV
Increases the target's Two Handed Combat skill by 25 points.


value:
Inscribed spell: Two Handed Combat Mastery Other V
Increases the target's Two Handed Combat skill by 30 points.


value:
Inscribed spell: Two Handed Combat Mastery Other VI
Increases the target's Two Handed Combat skill by 35 points.


value:
Inscribed spell: Two Handed Combat Mastery Other I
Increases the target's Two Handed Combat skill by 10 points.


value:
Inscribed spell: Two Handed Combat Mastery Self II
Increases the caster's Two Handed Combat skill by 15 points.


value:
Inscribed spell: Two Handed Combat Mastery Self III
Increases the caster's Two Handed Combat skill by 20 points.


value:
Inscribed spell: Gear Knight Invasion Area Camp Recall
Sends the caster to the Gear Knight Invasion Area Camp.


value:
Inscribed spell: Corrosion II
Sends a bolt of corrosion towards the target. The bolt does 116 points of damage over 15 seconds.


value:
Inscribed spell: Corrosion III
Sends a bolt of corrosion towards the target. The bolt does 152 points of damage over 15 seconds.


value:
Inscribed spell: Corrosion IV
Sends a bolt of corrosion towards the target. The bolt does 192 points of damage over 15 seconds.


value:
Inscribed spell: Corrosion V
Sends a bolt of corrosion towards the target. The bolt does 204 points of damage over 15 seconds.


value:
Inscribed spell: Corrosion VI
Sends a bolt of corrosion towards the target. The bolt does 288 points of damage over 15 seconds.


value:
Inscribed spell: Corruption II
Sends 3 bolts of corruption outward from the caster. Each bolt does 91 points of damage over 30 seconds.


value:
Inscribed spell: Corruption III
Sends 3 bolts of corruption outward from the caster. Each bolt does 126 points of damage over 30 seconds.


value:
Inscribed spell: Corruption IV
Sends 3 bolts of corruption outward from the caster. Each bolt does 154 points of damage over 30 seconds.


value:
Inscribed spell: Corruption V
Sends 3 bolts of corruption outward from the caster. Each bolt does 189 points of damage over 30 seconds.


value:
Inscribed spell: Corruption VI
Sends 3 bolts of corruption outward from the caster. Each bolt does 231 points of damage over 30 seconds.


value:
Inscribed spell: Corruption VII
Sends 5 bolts of corruption outward from the caster. Each bolt does 294 points of damage over 30 seconds.


value:
Inscribed spell: Corruption I
Sends 3 bolts of corruption outward from the caster. Each bolt does 56 points of damage over 30 seconds.


value:
Inscribed spell: Nether Arc II
Shoots a bolt of nether at the target. The bolt does 42-84 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Arc III
Shoots a bolt of nether at the target. The bolt does 63-115 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Arc IV
Shoots a bolt of nether at the target. The bolt does 73-147 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Arc V
Shoots a bolt of nether at the target. The bolt does 84-178 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Arc VI
Shoots a bolt of nether at the target. The bolt does 105-210 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Arc VII
Shoots a bolt of nether at the target. The bolt does 168-262 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Bolt II
Shoots a bolt of nether at the target. The bolt does 42-84 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Bolt III
Shoots a bolt of nether at the target. The bolt does 63-115 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Bolt IV
Shoots a bolt of nether at the target. The bolt does 73-146 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Bolt V
Shoots a bolt of nether at the target. The bolt does 84-178 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Bolt VI
Shoots a bolt of nether at the target. The bolt does 105-210 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Bolt VII
Shoots a bolt of nether at the target. The bolt does 168-262 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak II
Sends a bolt of nether streaking towards the target. The bolt does 21-42 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak III
Sends a bolt of nether streaking towards the target. The bolt does 25-56 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak IV
Sends a bolt of nether streaking towards the target. The bolt does 31-73 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak V
Sends a bolt of nether streaking towards the target. The bolt does 35-88 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak VI
Sends a bolt of nether streaking towards the target. The bolt does 42-105 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak VII
Sends a bolt of nether streaking towards the target. The bolt does 84-130 points of nether damage to the first thing it hits.


value:
Inscribed spell: Nether Streak I
Sends a bolt of nether streaking towards the target. The bolt does 10-27 points of nether damage to the first thing it hits.


value:
Inscribed spell: Clouded Soul
Shoots eight waves of nether outward from the caster. Each wave does 94-147 points of nether damage to the first thing it hits.


value:
Inscribed spell: Void Magic Ineptitude Other I
Decreases the target's Void Magic skill by 10 points.


value:
Inscribed spell: Void Magic Ineptitude Other II
Decreases the target's Void Magic skill by 15 points.


value:
Inscribed spell: Void Magic Ineptitude Other V
Decreases the target's Void Magic skill by 30 points.


value:
Inscribed spell: Void Magic Ineptitude Other VI
Decreases the target's Void Magic skill by 35 points.


value:
Inscribed spell: Void Magic Ineptitude Other III
Decreases the target's Void Magic skill by 20 points.


value:
Inscribed spell: Void Magic Ineptitude Other IV
Decreases the target's Void Magic skill by 25 points.


value:
Inscribed spell: Void Magic Ineptitude Other VII
Decreases the target's Void Magic skill by 40 points.


value:
Inscribed spell: Dirty Fighting Ineptitude Other II
Decreases the target's Dirty Fighting skill by 15 points.


value:
Inscribed spell: Dirty Fighting Ineptitude Other IV
Decreases the target's Dirty Fighting skill by 25 points.


value:
Inscribed spell: Dirty Fighting Ineptitude Other V
Decreases the target's Dirty Fighting skill by 30 points.


value:
Inscribed spell: Dirty Fighting Ineptitude Other VI
Decreases the target's Dirty Fighting skill by 35 points.


value:
Inscribed spell: Dirty Fighting Ineptitude Other VII
Decreases the target's Dirty Fighting skill by 40 points.


value:
Inscribed spell: Dirty Fighting Mastery Other I
Increases the target's Dirty Fighting skill by 10 points.


value:
Inscribed spell: Dirty Fighting Mastery Other II
Increases the target's Dirty Fighting skill by 15 points.


value:
Inscribed spell: Dirty Fighting Mastery Other III
Increases the target's Dirty Fighting skill by 20 points.


value:
Inscribed spell: Dirty Fighting Mastery Other IV
Increases the target's Dirty Fighting skill by 25 points.


value:
Inscribed spell: Dirty Fighting Mastery Other V
Increases the target's Dirty Fighting skill by 30 points.


value:
Inscribed spell: Dirty Fighting Mastery Other VI
Increases the target's Dirty Fighting skill by 35 points.


value:
Inscribed spell: Dirty Fighting Mastery Other VII
Increases the target's Dirty Fighting skill by 40 points.


value:
Inscribed spell: Dirty Fighting Mastery Self I
Increases the caster's Dirty Fighting skill by 10 points.


value:
Inscribed spell: Dirty Fighting Mastery Self III
Increases the caster's Dirty Fighting skill by 20 points.


value:
Inscribed spell: Dirty Fighting Mastery Self IV
Increases the caster's Dirty Fighting skill by 25 points.


value:
Inscribed spell: Dirty Fighting Mastery Self V
Increases the caster's Dirty Fighting skill by 30 points.


value:
Inscribed spell: Dirty Fighting Mastery Self VI
Increases the caster's Dirty Fighting skill by 35 points.


value:
Inscribed spell: Dirty Fighting Mastery Self VII
Increases the caster's Dirty Fighting skill by 40 points.


value:
Inscribed spell: Dual Wield Ineptitude Other I
Decreases the target's Dual Wield skill by 10 points.


value:
Inscribed spell: Dual Wield Ineptitude Other II
Decreases the target's Dual Wield skill by 15 points.


value:
Inscribed spell: Dual Wield Ineptitude Other III
Decreases the target's Dual Wield skill by 20 points.


value:
Inscribed spell: Dual Wield Ineptitude Other IV
Decreases the target's Dual Wield skill by 25 points.


value:
Inscribed spell: Dual Wield Ineptitude Other V
Decreases the target's Dual Wield skill by 30 points.


value:
Inscribed spell: Dual Wield Ineptitude Other VI
Decreases the target's Dual Wield skill by 35 points.


value:
Inscribed spell: Dual Wield Ineptitude Other VII
Decreases the target's Dual Wield skill by 40 points.


value:
Inscribed spell: Recklessness Ineptitude Other I
Decreases the target's Recklessness skill by 10 points.


value:
Inscribed spell: Recklessness Ineptitude Other II
Decreases the target's Recklessness skill by 15 points.


value:
Inscribed spell: Recklessness Ineptitude Other III
Decreases the target's Recklessness skill by 20 points.


value:
Inscribed spell: Recklessness Ineptitude Other IV
Decreases the target's Recklessness skill by 25 points.


value:
Inscribed spell: Recklessness Ineptitude Other V
Decreases the target's Recklessness skill by 30 points.


value:
Inscribed spell: Recklessness Ineptitude Other VI
Decreases the target's Recklessness skill by 35 points.


value:
Inscribed spell: Recklessness Ineptitude Other VII
Decreases the target's Recklessness skill by 40 points.


value:
Inscribed spell: Recklessness Mastery Other I
Increases the target's Recklessness skill by 10 points.


value:
Inscribed spell: Recklessness Mastery Other II
Increases the target's Recklessness skill by 15 points.


value:
Inscribed spell: Recklessness Mastery Other III
Increases the target's Recklessness skill by 20 points.


value:
Inscribed spell: Recklessness Mastery Other IV
Increases the target's Recklessness skill by 25 points.


value:
Inscribed spell: Recklessness Mastery Other V
Increases the target's Recklessness skill by 30 points.


value:
Inscribed spell: Recklessness Mastery Other VI
Increases the target's Recklessness skill by 35 points.


value:
Inscribed spell: Recklessness Mastery Other VII
Increases the target's Recklessness skill by 40 points.


value:
Inscribed spell: Recklessness Mastery Self I
Increases the caster's Recklessness skill by 10 points.


value:
Inscribed spell: Recklessness Mastery Self II
Increases the caster's Recklessness skill by 15 points.


value:
Inscribed spell: Recklessness Mastery Self III
Increases the caster's Recklessness skill by 20 points.


value:
Inscribed spell: Recklessness Mastery Self IV
Increases the caster's Recklessness skill by 25 points.


value:
Inscribed spell: Recklessness Mastery Self V
Increases the caster's Recklessness skill by 30 points.


value:
Inscribed spell: Recklessness Mastery Self VI
Increases the caster's Recklessness skill by 35 points.


value:
Inscribed spell: Recklessness Mastery Self VII
Increases the caster's Recklessness skill by 40 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other I
Decreases the target's Sneak Attack skill by 10 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other II
Decreases the target's Sneak Attack skill by 15 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other III
Decreases the target's Sneak Attack skill by 20 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other IV
Decreases the target's Sneak Attack skill by 25 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other V
Decreases the target's Sneak Attack skill by 30 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other VI
Decreases the target's Sneak Attack skill by 35 points.


value:
Inscribed spell: Sneak Attack Ineptitude Other VII
Decreases the target's Sneak Attack skill by 40 points.


value:
Inscribed spell: Sneak Attack Mastery Other I
Increases the target's Sneak Attack skill by 10 points.


value:
Inscribed spell: Sneak Attack Mastery Other II
Increases the target's Sneak Attack skill by 15 points.


value:
Inscribed spell: Sneak Attack Mastery Other III
Increases the target's Sneak Attack skill by 20 points.


value:
Inscribed spell: Sneak Attack Mastery Other IV
Increases the target's Sneak Attack skill by 25 points.


value:
Inscribed spell: Sneak Attack Mastery Other V
Increases the target's Sneak Attack skill by 30 points.


value:
Inscribed spell: Sneak Attack Mastery Other VI
Increases the target's Sneak Attack skill by 35 points.


value:
Inscribed spell: Sneak Attack Mastery Other VII
Increases the target's Sneak Attack skill by 40 points.


value:
Inscribed spell: Sneak Attack Mastery Self I
Increases the caster's Sneak Attack skill by 10 points.


value:
Inscribed spell: Sneak Attack Mastery Self II
Increases the caster's Sneak Attack skill by 15 points.


value:
Inscribed spell: Sneak Attack Mastery Self III
Increases the caster's Sneak Attack skill by 20 points.


value:
Inscribed spell: Sneak Attack Mastery Self IV
Increases the caster's Sneak Attack skill by 25 points.


value:
Inscribed spell: Sneak Attack Mastery Self V
Increases the caster's Sneak Attack skill by 30 points.


value:
Inscribed spell: Sneak Attack Mastery Self VI
Increases the caster's Sneak Attack skill by 35 points.


value:
Inscribed spell: Sneak Attack Mastery Self VII
Increases the caster's Sneak Attack skill by 40 points.


value:
Inscribed spell: Aura of Spirit Drinker Other I
Increases the elemental damage bonus of an elemental magic caster by 1%.


value:
Inscribed spell: Aura of Defender Other V
Increases the Melee Defense skill modifier of a weapon or magic caster by 13%.


value:
Inscribed spell: Aura of Heart Seeker Other V
Increases a weapon's Attack Skill modifier by 12.5 percentage points.


value:
Inscribed spell: Aura of Hermetic Link Other V
Increases a magic casting implement's mana conversion bonus by 50%.


value:
Inscribed spell: Aura of Spirit Drinker Other V
Increases the elemental damage bonus of an elemental magic caster by 5%.


value:
Inscribed spell: Aura of Defender Other VI
Increases the Melee Defense skill modifier of a weapon or magic caster by 15%.


value:
Inscribed spell: Aura of Heart Seeker Other VI
Increases a weapon's Attack Skill modifier by 15.0 percentage points.


value:
Inscribed spell: Aura of Hermetic Link Other VI
Increases a magic casting implement's mana conversion bonus by 60%.


value:
Inscribed spell: Aura of Spirit Drinker Other VI
Increases the elemental damage bonus of an elemental magic caster by 6%.


value:
Inscribed spell: Aura of Defender Other III
Increases the Melee Defense skill modifier of a weapon or magic caster by 7.5%.


value:
Inscribed spell: Aura of Heart Seeker Other III
Increases a weapon's Attack Skill modifier by 7.5 percentage points.


value:
Inscribed spell: Aura of Hermetic Link Other III
Increases a magic casting implement's mana conversion bonus by 30%.


value:
Inscribed spell: Aura of Spirit Drinker Other III
Increases the elemental damage bonus of an elemental magic caster by 3%.


value:
Inscribed spell: Aura of Defender Other IV
Increases the Melee Defense skill modifier of a weapon or magic caster by 10%.


value:
Inscribed spell: Aura of Heart Seeker Other IV
Increases a weapon's Attack Skill modifier by 10.0 percentage points.


value:
Inscribed spell: Aura of Hermetic Link Other IV
Increases a magic casting implement's mana conversion bonus by 40%.


value:
Inscribed spell: Aura of Spirit Drinker Other IV
Increases the elemental damage bonus of an elemental magic caster by 4%.


value:
Inscribed spell: Aura of Defender Other II
Increases the Melee Defense skill modifier of a weapon or magic caster by 5%.


value:
Inscribed spell: Aura of Heart Seeker Other II
Increases a weapon's Attack Skill modifier by 5.0 percentage points.


value:
Inscribed spell: Aura of Hermetic Link Other II
Increases a magic casting implement's mana conversion bonus by 20%.


value:
Inscribed spell: Aura of Spirit Drinker Other II
Increases the elemental damage bonus of an elemental magic caster by 2%.


value:
Inscribed spell: Aura of Defender Other VII
Increases the Melee Defense skill modifier of a weapon or magic caster by 17%.


value:
Inscribed spell: Aura of Heart Seeker Other VII
Increases a weapon's Attack Skill modifier by 17.0 percentage points.


value:
Inscribed spell: Aura of Spirit Drinker Other VII
Increases the elemental damage bonus of an elemental magic caster by 7%.


value:
Inscribed spell: Aura of Hermetic Link Other VII
Increases a magic casting implement's mana conversion bonus by 70%.


value:
Inscribed spell: Summoning Ineptitude Other III
Decreases the target's Summoning skill by 20 points.


value:
Inscribed spell: Summoning Ineptitude Other VII
Decreases the target's Summoning skill by 40 points.


value:
Inscribed spell: Clouded Soul II
Shoots eight waves of nether outward from the caster. Each wave does 109-172 points of nether damage to the first thing it hits.


value:
Inscribed spell: Horizon's Blades II
Shoots eight blades outward from the caster. Each blade does 49-98 points of slashing damage to the first thing it hits.


value:
Inscribed spell: Nuhmudira's Spines II
Shoots eight waves of force outward from the caster. Each wave does 49-98 points of piercing damage to the first thing it hits.


value:
Inscribed spell: Halo of Frost II
Shoots eight waves of frost outward from the caster. Each wave does 49-98 points of cold damage to the first thing it hits.


value:
Inscribed spell: Tectonic Rifts II
Shoots eight shock waves outward from the caster. Each wave does 49-96 points of bludgeoning damage to the first thing it hits.


value:
The current maintenance has been paid.
You must be a monarch to purchase and maintain this dwelling.
Restricted to characters of allegiance rank 6 or greater.


value:
The current maintenance has not been paid.
You must be a monarch to purchase and maintain this dwelling.
Restricted to characters of allegiance rank 6 or greater.


value:
This fermented brew has a glorious bouquet. Mix in special additives to further customize this brew or skip straight to the kegging!


value:
This green plant has dull green leaves that are somewhat shriveled and dried even on the stalk. It grows naturally north of Marascent Plateau  


value:
This is a bluish mushroom given to you by Torgluuk. To prepare it, he has suggested bringing it to a ley line hidden in a cavern under the upper catacomb of the Falatacot.


value:
This is a bluish mushroom, originally given to you by Torgluuk and since enhanced by the power of a ley line. It glows with a light blue energy, but is not warm to the touch. It seems safe to eat.


value:
Written transcription of Dericostian runes discovered on a Standing Stone near Neydisa Castle. The runes appear to be cut off, as if most of the message were missing.


value:
Written transcription of Dericostian runes discovered on Standing Stones near Bandit and Neydisa Castles. The two inscriptions fit together perfectly, although it still appears that some of the runes are still missing.


value:
An ingot of some strange metal.  It looks as if it would be used to forge a weapon of some kind.  As you gaze at it, you feel a compulsion to go to the Virindi Crafters in the north...(32.0N, 43.2W)


value:
Give this seal to Asheron's Platinum Golem in order to receive the Imbued Ornate Seal and the Citadel Portal Gem. Be sure that you have sufficient space in your pack before handing in this item!.


value:
A potion assembled by alchemists of Xarabydun. The exact process for the creation of this potion is still unknown.


value:
A potion assembled by alchemists of Xarabydun. The exact process for the creation of this potion is still unknown. 


value:
This is a drink prepared by Chef Martam. It consists of a raw cave penguin egg and various secret ingredients.


value:
The insignia badge from a high ranking Tukora Commander. This Lugian must have been held in high regard to carry a trinket such as this.


value:
The insignia badge from a high ranking Tukora Lieutenant. This Lugian must have been held in high regard to carry a trinket such as this.


value:
The insignia badge from a high ranking Tukora Sentinel. This Lugian must have been held in high regard to carry a trinket such as this.


value:
A choice cut of meat from a young Olthoi Larvae. Although the toxins in this meat have made it inedible, it may still have some value to a collector.


value:
This is a large, ugly, hairy seed. What could possibly grow from this monster? Perhaps that kooky old plant lover in Mayoi will know what to do with this thing.


value:
This is a large, ugly, hairy seed. What could possibly grow from this monster? Perhaps that kooky old plant lover in Stonehold will know what to do with this thing.


value:
This is a large, ugly, hairy seed. What could possibly grow from this monster? Perhaps that kooky old plant lover in Ayan Baqur will know what to do with this thing.


value:
Turn this token into one of the Pathwarden Greeters at Holtburg, Yaraq, Shoushi, or Sanamar to receive a key to the Pathwarden Supply Chest.


value:
This ticket gives access for one fellowship to the Colosseum's Arenas. Prepare your fellowship before handing this ticket into the Arbitrator since you will be unable to change your fellowship without disbanding it and losing your access to the Colosseum.


value:
You've heard rumors of those who will reward you for medallions such as these in Shoushi and Yanshi.


value:
This jade medallion was taken from a Master from the Tanada House of Air.  The jade is flawless, except for a crack on one tip that has a black discoloration around it.


value:
An insubstantial ashen shroud. Though warm to the touch, you can barely tell you are holding anything. 


value:
A scrap of cloth that looks like it belonged to a bigger piece. Child like scrawling cover the cloth, but they have no apparent meaning.


value:
This blue paper is embossed with an official seal which denotes that the bearer is entitled to goods vended by the Royal Quartermaster based in Samsur.


value:
This small shard of crystallized mana is discolored by some strange corruption.  Perhaps Laedron the Royal Surveyor in Ayan Baqur would know more about it.


value:
This ribbon may be turned in to the Celestial Hand's Commendation Officer to improve your reputation within the Society.


value:
A commendation ribbon, given to you as a reward for accomplishing goals set to you by those in your Society.


value:
This ribbon may be turned in to the Eldrytch Web's Commendation Officer to improve your reputation within the Society.


value:
This ribbon may be turned in to the Radiant Blood's Commendation Officer to improve your reputation within the Society.


value:
An armor writ, which can be given to one of the Society Armorsmiths for access to the Society Armor Chests.  One of these writs may be exchanged for access once per day.


value:
A piece of paper with glowing protections upon it.  It seems to detail troop movements and such on Dark Isle.  It's too hazardous to handle without the proper knowledge of what it's used for.


value:
The jawbone of an enchanted skeleton.  Its magical emanations are unique to the creatures of the Empyrean Graveyard.


value:
This bronze medallion bears the symbol of the ancient house of Mhoire.  It might be of interest to the Arcanum, in specific the Mana-smiths.


value:
An ornate gold coin with obsidian etchings used by the Black Market for trade. The Black Market merchant warns you that once you give this coin to the Master of the Black Market, the weapon he gives you will only remain in the world for 24 hours.  ( BE WARNED: 1 - This duration will continue to count down, even if the character bearing the weapon is logged out.  2 - Have a free space in your main pack when you give this coin to the Master.)


value:
Collect 10 of this trophy and turn them in to any NPC you receive these trophies from in exchange for one Mana Forge Key.


value:
A complicated amalgamation of Aetherium ore and forged metal parts, apparently part of the power core of some kind of mechanical creature.


value:
The center strip of a torn page.  What little can be seen of the text looks to be written in ancient Falatacot symbols.


value:
A stipend for service to Dereth. Stipends may be used to purchase special items at a stipend vendor. 


value:
Collect 20 of this trophy and turn them in to any NPC you receive these trophies from in exchange for one Aged Legendary Key.


value:
This ticket gives access for one fellowship to the Gauntlet's Arenas. Prepare your fellowship before handing this ticket into the Master of the Gauntlet since you will be unable to change your fellowship without disbanding it and losing your access to the Gauntlet.


value:
Give this token to Summercrown in the Viridian Rise if you wish to start his challenges over from scratch.  **WARNING: If you do this, you will lose all progress with you present challenges, and you will not be able to continue any progress you've already made.**


value:
Hand this to the entrance statue of the Viridian Rise to enter the second area of the Viridian Rise. 


value:
Hand this to the entrance statue of the Viridian Rise to enter the third area of the Viridian Rise. 


value:
Hand this to the entrance statue of the Viridian Rise to enter the fourth area of the Viridian Rise. 


value:
Hand this to the entrance statue of the Viridian Rise to enter the fifth area of the Viridian Rise, just over the first span. 


value:
Hand this to the entrance statue of the Viridian Rise to enter the sixth area of the Viridian Rise. 


value:
Trade 10 of these to an Arcanum Quota Officer or 25 of these to an Arcanum Mana-smith for a key to one of the Mana Forge Chests.


value:
Worth 100 pyreals if presented to Belbeca in Eastham.  Can be exchanged with any other vendor at a reduced rate.


value:
Worth 500 pyreals if presented to Belbeca in Eastham.  Can be exchanged with any other vendor at a reduced rate.


value:
Worth 1,000 pyreals if presented to Belbeca in Eastham.  Can be exchanged with any other vendor at a reduced rate.


value:
Worth 5,000 pyreals if presented to Bronwin in Eastham.  Can be exchanged with any other vendor at a reduced rate.


value:
A lever, mounted on the floor, decorated with a skull. Pulling this lever will sacrifice some of your life force to aid Nuhmudira.


value:
A menacing Tusker Shrine. An impression in the shape of a tusker paw can be clearly seen in the stones on the base of the shrine.


