movement infusion of the duelist (speed 494%; cd 14) Type: scroll / infusion
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to increase movement speed by 494% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Dexterity stat.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
movement infusion of the psychic (speed 471%; cd 12) Type: scroll / infusion
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to increase movement speed by 471% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Willpower stat.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
movement infusion of the warrior (speed 530%; cd 12) Type: scroll / infusion
Infused by nature
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a nature gift
Description: Activate the infusion to increase movement speed by 530% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Strength stat.
It can be used to inscribe your skin with the infusion.Natural infusions may be grafted onto your body, granting you an on-demand nature talent.
shielding rune of the wizard (absorb 233; dur 3; cd 14) Type: scroll / rune
Powered by arcane forces
0.10 Encumbrance.
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Is: a spell
Description: Activate the rune to create a protective shield absorbing at most 233 damage for 3 turns.
Its effects scale with your Magic stat.
It can be used to inscribe your skin with the rune.Magical runes may be inscribed onto your body, granting you an on-demand spell talent.
copper amulet of mastery (0.11 Corruption / Hexes) Type: jewelry / amulet ; tier 1
Crafted by a master
0.10 Encumbrance.
Talent mastery: +0.11 Corruption / Hexes Amulets make your neck look great!
starlit steel amulet of constitution (+2) Type: jewelry / amulet ; tier 2
Infused by nature
0.10 Encumbrance.
Changes stats: +2 Con
Changes resistances: +11% light / +11% darkness
Blindness immunity: +22%Amulets make your neck look great!
copper ring of corrosion (+22%) Type: jewelry / ring ; tier 1
Infused by nature
0.10 Encumbrance.
Changes resistances: +22% acid
Changes damage: +11% acidRings make your fingers look great!
This item will automatically be transmogrified when you leave the level. Crafted by Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6
balanced steel dagger of amnesia (12-15 power, 6 apr)
Requires:
- Dexterity 16
Infused by psionic forces
1.00 Encumbrance.
Uses stats: 50% Str, 50% Dex
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +6
Crit. chance: +5.0%
Attack speed: 100%
On weapon hit:
* 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity)
When wielded/worn:
Accuracy: +5 (+1 eff.)
Defense: +7 (+3 eff.)
Disarm immunity: +26%Sharp, short and deadly.
dwarven-steel dagger 'Glitterlady' (19-24 power, 7 apr) Infused by Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7
Requires:
- Dexterity 24
1.00 Encumbrance.
Uses stats: 50% Dex, 50% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +6.0%
Attack speed: 100%
Damage (Melee): +7 darkness
Damage against: +12% Living
When wielded/worn:
Effects on melee hit:
* 10% chance to reduce all saves and defense by 15
Changes stats: +1 Cun / +2 Wil
Changes resistances: +6% light
Critical mult.: +5.00%
Mental crit. chance: +4%
Light radius: +1Sharp, short and deadly.
Bill's Tree Trunk (30-51 power, 7 apr) Crafted by Base power: 30.0 - 51.0
Requires:
- Strength 25
5.00 Encumbrance.[Unique]
Type: weapon / greatmaul ; tier 1
It must be held with both hands.
Uses stat: 130% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +7
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) :
Effective talent level: 2.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns.
Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield.
Armor reduction chance increases with your Physical Power.This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it!
arcing iron greatmaul of massacre (27-41 power, 1 apr) Powered by Type: weapon / greatmaul ; tier 1 Base power: 27.5 - 41.2
Requires:
- Strength 11
Crafted by a master
5.00 Encumbrance.
It must be held with both hands.
Uses stat: 120% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +1
Crit. chance: +0.5%
Attack speed: 100%
On weapon hit:
* 25% chance for lightning to strike from the target to a second target dealing 47 damageMassive two-handed mauls.
flaming steel greatmaul of erosion (31-46 power, 2 apr) Powered by
Requires:
- Strength 16
Infused by nature
5.00 Encumbrance.
Type: weapon / greatmaul ; tier 2
It must be held with both hands.
Base power: 31.0 - 46.5
Uses stat: 120% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +1.0%
Attack speed: 100%
Damage (Melee): +7 nature
Damage (radius 1) on hit: +12 fireMassive two-handed mauls.flaming steel greatmaul of erosion (31-46 power, 2 apr)
This item will automatically be transmogrified when you leave the level. Crafted by Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1
steel longsword 'Islimibeth' (16-23 power, 3 apr)
Requires:
- Strength 16
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.4% crit mult (max 40%)
Armour Penetration: +3
Crit. chance: +3.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +5 (+1 eff.)
Armour penetration: +7
Armour: +4
Changes resistances: +3% light / +6% fire
Changes resistances penetration: +10% acid / +9% physical
Changes damage: +3% mind
Physical save: +3 (+2 eff.)
Life regen: +4.00Sharp, long, and deadly.
Baredil the dwarven-steel mace (27-37 power, 4 apr) Crafted by Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8
Requires:
- Strength 24
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +4
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Accuracy: +8 (+2 eff.)
Effects on melee hit:
* 10 arcane resource burn
Changes stats: +5 Str / +1 Wil
Changes resistances: +5% arcane / +9% acid
Changes damage: +6% physical
Reduces incoming crit damage: 15.00%
Light radius: +2Blunt and deadly.
mossy mindstar (2-2 power, 12 apr, mind damage) Infused by Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2
Requires:
- Willpower 11
3.00 Encumbrance.
Uses stats: 50% Wil, 30% Cun
Damage type:
Mastery: Psiblades
Accuracy bonus: +0.2% crit chance (max 25%)
Accuracy is based on willpower for this weapon.
Armour Penetration: +12
Crit. chance: +2.5%
Attack speed: 100%
When wielded/worn:
Talent granted: +1 Attune Mindstar
Mindpower: +2 (+1 eff.)
Mental crit. chance: +1%Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.
Kor's Fall (10-12 power, 0 apr, fire element) Powered by Base power: 10.0 - 12.0
Requires:
- Magic 25
5.00 Encumbrance.[Unique]
Type: weapon / staff ; tier 1
It must be held with both hands.
Uses stat: 110% Mag
Damage type:
Mastery: Staff Mastery
Accuracy bonus: +2.0% proc dam (max 200%)
Crit. chance: +1.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight
Talent mastery: +0.10 Corruption / Bone
Talent granted: +1 Command Staff
Spellpower: +7 (+3 eff.)
Spell crit. chance: +8%
See invisible: +2
It can be used to activate talent Bone Spear (costing 6 power out of 6/6) :
Effective talent level: 3.0
Power cost: 6 out of 6/6.
Range: 10
Travel Speed: instantaneous
Is: a spell
Description: Conjures up a spear of bones, doing 94.99 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (189).
The damage will increase with your Spellpower.Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.
This item will automatically be transmogrified when you leave the level. Crafted by Type: weapon / waraxe ; tier 2 Base power: 18.5 - 25.9
balanced steel waraxe of massacre (18-25 power, 3 apr)
Requires:
- Strength 16
3.00 Encumbrance.
Uses stat: 100% Str
Damage type:
Mastery: Weapons Mastery
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +3
Crit. chance: +4.0%
Attack speed: 100%
When wielded/worn:
Accuracy: +6 (+2 eff.)
Defense: +6 (+3 eff.)
Disarm immunity: +22%One-handed war axes.
Yvoma the Blizzardpulverizer (1 def, 0 armour) Type: armor / cloak ; tier 1
Infused by nature
2.00 Encumbrance.
Defense: +1 (+0 eff.)
Changes resistances: +9% acid / +3% mind / +5% arcane
Life regen: +4.00
Maximum life: +30.00
Defense after a teleport: +10
Resist all after a teleport: +10%
New effects duration reduction after a teleport: +10%A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.
blood-soaked pair of hardened leather boots of tirelessness (0 def, 3 armour) Type: armor / feet ; tier 3
Crafted by a master
2.00 Encumbrance.
Armour penetration: +5
Physical crit. chance: +4.0%
Physical power: +4 (+1 eff.)
Armour: +3
Stamina each turn: +0.60
Maximum stamina: +15.00A pair of boots made of leather.
iron gauntlets of magic (+2) (0 def, 1 armour) Powered by Type: armor / hands ; tier 1
Requires:
- Heavy armour training
1.50 Encumbrance.
Armour: +1
Fatigue: +1%
Changes stats: +2 Mag
Changes damage: +3% arcane
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.Metal gloves protecting the hands up to the middle of the lower arm.
psychic's iron gauntlets of magic (+3) (0 def, 1 armour) Powered by Type: armor / hands ; tier 1
Requires:
- Heavy armour training
Infused by psionic forces
1.50 Encumbrance.
Armour: +1
Fatigue: +1%
Damage (Melee): 6 mind
Changes stats: +3 Mag
Changes resistances: +6% mind
Changes damage: +4% arcane / +4% mind
Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.Metal gloves protecting the hands up to the middle of the lower arm.
Churan the rough leather cap (0 def, 1 armour) Type: armor / head ; tier 1
Infused by nature
2.00 Encumbrance.
Armour: +1
Fatigue: +1%
Changes stats: +1 Cun / +2 Dex
Changes resistances: +5% cold
Changes resistances penetration: +5% physical
Allows you to breathe in: water
Hate when firing a critical mind attack: +1.00
Mental crit. chance: +4%A cap made of leather.
bladed iron helm of knowledge (0 def, 3 armour) Crafted by Type: armor / head ; tier 1
Requires:
- Heavy armour training
Infused by psionic forces
3.00 Encumbrance.
Armour: +3
Fatigue: +5%
Changes stats: +3 Str / +3 Wil / +2 Cun
Mindpower: +3 (+2 eff.)
It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown :
Effective talent level: 3.0
Power cost: 20 out of 20/20.
Range: melee/personal
Travel Speed: instantaneous
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.8 Physical damage.
If the attack hits, the target is confused (31% effect) for 5 turns.
Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses.
Confusion power increases with your Dexterity, and chance increases with Accuracy.A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.
This item will automatically be transmogrified when you leave the level. Infused by Type: armor / light ; tier 2
troll-hide cured leather armour of fire resistance (6 def, 4 armour)
Requires:
- Strength 14
Crafted by a master
9.00 Encumbrance.
Armour: +4
Defense: +6 (+3 eff.)
Fatigue: +7%
Changes resistances: +21% fire
Life regen: +3.20
Maximum life: +30.00
Healing mod.: +10%A suit of armour made of leather.
troll-hide rough leather armour (3 def, 2 armour) Infused by Type: armor / light ; tier 1
Requires:
- Strength 10
9.00 Encumbrance.
Armour: +2
Defense: +3 (+1 eff.)
Fatigue: +6%
Life regen: +3.40
Maximum life: +31.00
Healing mod.: +11%A suit of armour made of leather.
quiver of ash arrows 'Cutharim' (15/38, 39-55 power, 7 apr) Powered by Base power: 39.5 - 55.3
Requires:
- Dexterity 16
Crafted by a master
3.00 Encumbrance.[Random Unique]
Type: ammo / arrow ; tier 2
Uses stats: 70% Dex, 50% Str
Damage type:
Accuracy bonus: +0.2% crit chance (max 25%)
Armour Penetration: +7
Crit. chance: +11.5%
Capacity: 38
On weapon crit:
* Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50%
Travel speed: +200%
Damage (radius 1) on hit: +8 fire
When wielded/worn:
Ammo reloads per turn: +3Arrows are used with bows to pierce your foes to death.
3 agate Type: gem / black ; tier 1
0.00 Encumbrance.
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
When used to imbue an object:
Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con
Latent Damage Type: AcidGems can be sold for money or used in arcane rituals.
4 aquamarine Type: gem / blue ; tier 2
0.00 Encumbrance.
Armour: +2
Changes resistances: +2% all
When used to imbue an object:
Armour: +2
Changes resistances: +2% all
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
2 opal Type: gem / blue ; tier 2
0.00 Encumbrance.
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
When used to imbue an object:
Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
topaz Type: gem / blue ; tier 2
0.00 Encumbrance.
Defense: +4 (+2 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+2 eff.)
When used to imbue an object:
Defense: +4 (+2 eff.)
Physical save: +4 (+2 eff.)
Spell save: +4 (+2 eff.)
Mental save: +4 (+2 eff.)
Latent Damage Type: LightningGems can be sold for money or used in arcane rituals.
Betaselaith (dig speed 24 turns) Type: tool / digger ; tier 3
Crafted by a master
3.00 Encumbrance.
Armour: +10
Changes stats: +2 Str
Changes resistances: +6% cold
Mental save: +3 (+1 eff.)
Disease immunity: +10%
Pinning immunity: +10%
Infravision radius: +1
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
Starripper the dwarven-steel pickaxe (dig speed 24 turns) Type: tool / digger ; tier 3
Crafted by a master
3.00 Encumbrance.
Damage when hit (Melee): 2 fire
Changes stats: +2 Str
Changes resistances: +3% nature
Changes resistances penetration: +25% light
Changes damage: +6% light / +6% fire
Infravision radius: +2
When carried:
Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.
7 spinel Type: gem / green ; tier 1
0.00 Encumbrance.
Defense: +2 (+1 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
When used to imbue an object:
Defense: +2 (+1 eff.)
Physical save: +2 (+1 eff.)
Spell save: +2 (+1 eff.)
Mental save: +2 (+1 eff.)
Latent Damage Type: NatureGems can be sold for money or used in arcane rituals.
Summertide Phial Activation costs 10 power out of 15/15.
Infused by nature
1.00 Encumbrance.[Unique]
Type: lite / lite ; tier 1When wielded/worn:
Damage (Melee): 15 Lite Light Burst (radius 1)
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +5
Healing mod.: +10%
When attacking in melee, deals 15 light damage and lights tiles in radius 1.
It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower)
Scrying Orb
Powered by unknown forces
1.00 Encumbrance.[Plot Item]
Type: orb / orbWhen carried:This orb will automatically identify items you find.
Rod of Recall (1/1) Activation costs 202 power out of 400/400.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: charm / rodIt can be used to recall the user to the worldmap after 40 turns
You have heard of such items before. They are very useful to adventurers, allowing faster travel.
Transmogrification Chest Activation costs 0 power out of 1000/1000. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Powered by unknown forces
2.00 Encumbrance.[Plot Item]
Type: chest / sher'tulWhen carried:
It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.
This item will automatically be transmogrified when you leave the level. Powered by Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2
barbed pouch of steel shots of paradox (23/23, 28-34 power, 2 apr)
Requires:
- Dexterity 16
Crafted by a master
3.00 Encumbrance.
Uses stats: 50% Cun, 70% Dex
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +9.5%
Capacity: 23
On weapon hit:
* 6% chance to gain 10% of a turn (3/turn limit)
On weapon crit:
* Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50%
Damage (Ranged): +5 temporalShots are used with slings to pummel your foes to death.
This item will automatically be transmogrified when you leave the level. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0
pouch of steel shots (13/13, 20-24 power, 2 apr)
Requires:
- Dexterity 163.00 Encumbrance.
Uses stats: 50% Cun, 70% Dex
Damage type:
Accuracy bonus: +0.2% base dam (max 20%)
Armour Penetration: +2
Crit. chance: +4.5%
Capacity: 13Shots are used with slings to pummel your foes to death.
Telekinetic Core
Infused by psionic forces
2.00 Encumbrance.[Unique]
Type: charm / torque ; tier 2When wielded/worn:
Physical power: +3 (+1 eff.)
Changes stats: +5 Wil
Changes resistances: +5% physical
Changes damage: +6% physical
Physical save: +12 (+6 eff.)
Mindpower: +3 (+2 eff.)
It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) :
Effective talent level: 3.0
Power cost: 18 out of 35/35.
Range: melee/personal
Travel Speed: instantaneous
Description: Pull all foes toward you in radius 5 while dealing 37 physical damage.
The damage will increase with your mindpower.This heavy torque appears to draw nearby matter towards it.
steel torque of gale force [power 160] (15 cooldown) Type: charm / torque ; tier 2 Activation puts all charms on cooldown for 15 turns.
Infused by psionic forces
2.00 Encumbrance.
Delegar the Airmortal [power 296] (15 cooldown) Type: charm / totem ; tier 3 Activation puts all charms on cooldown for 15 turns.
Infused by nature
2.00 Encumbrance.
Effects on melee hit:
* 10% chance to reduce all saves and defense by 15
Changes stats: +6 Wil
Changes resistances: +6% lightning
Equilibrium when hit: +0.20
It can be used to heal yourself and all friendly characters within 10 spaces for 296
When used:
* Increase all damage by 14% for 2 turns.
Natural totems are made by powerful wilders to store nature power.
yew totem of stinging [power 260] (15 cooldown) Type: charm / totem ; tier 3 Activation puts all charms on cooldown for 15 turns.
Infused by nature
2.00 Encumbrance.
amethyst Type: gem / violet ; tier 2
0.00 Encumbrance.
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
When used to imbue an object:
Physical crit. chance: +2.0%
Changes damage: +4% all
Spell crit. chance: +2%
Mental crit. chance: +2%
Latent Damage Type: ArcaneGems can be sold for money or used in arcane rituals.
4 ametrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
When used to imbue an object:
Physical crit. chance: +1.0%
Changes damage: +2% all
Spell crit. chance: +1%
Mental crit. chance: +1%
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
3 citrine Type: gem / yellow ; tier 1
0.00 Encumbrance.
Light radius: +4
Infravision radius: +4
When used to imbue an object:
Light radius: +4
Infravision radius: +4
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.
2 zircon Type: gem / yellow ; tier 1
0.00 Encumbrance.
Armour: +1
Changes resistances: +1% all
When used to imbue an object:
Armour: +1
Changes resistances: +1% all
Latent Damage Type: LightGems can be sold for money or used in arcane rituals.