recursal/Fanatic-Fandom huggingface dataset:
Clockwork Minds

Clockwork Minds is a research option found under the Golemancy tab that becomes available for research after researching Magical Metallurgy, Magic Tallow and Essentia Distillation. The research itself details the Clockwork Mind, an item that allows for the operation of Golems, the Golem Press, from which functioning Golems are created, and the basics of what Golems are and how they work, including the basic function of the Control Seal.

### Clockwork Mind

The Clockwork Mind is an item used in several Infusion recipes along with being a chief component in creating Golems. They are described as being a mundane clockwork contraption with the exception of having been sped up by the use of magic, which allows for their use in Golemancy, allowing Golems to follow simple commands. The Clockwork Mind can be created at an Arcane Workbench with 5 glass panes in the top 3 and middle left and right sections, a Brass Gear in the middle section, 2 Brass Plates in the left and right bottom sections and a redstone comparator in the bottom middle section, along with 10 Ordo, Ignis and Aqua Vis.

### Golem Press

The Golem Press is a Mystical Construct consisting of, in clockwise order from top right, an anvil,a cauldron, a piston, with a set of iron bars above it, and a Stone Table, and must be created with 50 Aer, Ordo and Ignis Vis. The Golem Press is construct at which Golems are designed and subsequently assembled. The Golem Press must be fed by pipe with Machina Essentia to create Golems. When the Golem Press' GUI is opened, there are several different intractable areas. The top left slot allows one to choose the material the Golem is made from. The top right slot determines the type of head, of which some give different benefits than others. The middle right section allows for the arms and hands to be chosen, while the right bottom slot allows for the legs to be chosen. The bottom left slot allows for miscellaneous items to be added to the Golem, of which help to further increase their usefulness. In the middle area between these slots a list of the traits, positive and negative, the Golem will have are given, of which these traits are listed in the individual researches corresponding with the chosen parts. Below all of these lies a bar to which the stats, those being the health, armor and repair rate of the Golem. Finally, on the rightmost side all of the items needed to construct the Golem, along with the amount of Machina Essentia needed, are given, along with the button to construct the Golem being located just below this box and beside the Golem's stat bar. One must have all the items needed to begin the construction, but no Machina Essentia is needed until the construction is actually started, to which a shortage of leaves no consequence other than that the Golem will not be produced until it is supplied in sufficient quantities. Finally, beside this button is the slot from which to retrieve the newly constructed Golem, along with a small bar to show the progress on the Golem being located just above this slot.
Infusion Boosting

Infusion Boosting is a research option found under the Artifice tab that can be purchased with levels of experience after researching Infusion. Infusion Boosting allows for the creation of 2 different blocks designed to be placed under the 4 pillars of one's Infusion Altar, these being the Infusion Cost Stone and Infusion Speed Stone. As their names imply, the former helps to reduce the amount of Essentia used in Infusion recipes, but also slightly slows them down, while the opposite is true for the latter. The Infusion Cost Stone reduces costs by approximately 2.75% each, while increasing the duration of an Infusion recipe by approximately 3.125% for each Stone used. On the other hand, the Infusion Speed Stone decreases the duration of Infusion recipes by approximately 12.5% and increases the cost by approximately 1% for each stone. This difference is rather subtle during most recipes, however, when attempting to add large levels of Runic Shielding to items, this cost can be quite hefty, increasing the amounts of Essentia used greatly. Both Stones can be created at an Arcane Workbench with 4 Arcane Stone in all 4 corners and a diamond block in the center, but the Infusion Cost Stone requires 4 Alumentum in the middle left, right top and bottom slots, along with 250 Aqua, Ordo and Perditio Vis, while the Infusion Speed Stone requires Nitor in the previous 4 places and 250 Aer, Ordo and Perditio Vis.
Elemental Wand Cores

Elemental Wand Cores are both a research option, unlockable after researching Greatwood Wand Cores, and a component for crafting Wands. The Elemental Cores, however, vary from their "mundane" counterparts as holding more Vis than Greatwood and being able to regenerate their respective aspect up to 50% of their storage capacity without drawing it from the Aura. This makes them useful if one wishes to use Wand Foci often, as using them too often can use a large amount of Vis and greatly deplete the Aura. However, each core is only able to regenerate a single Primal Aspect, meaning that if one wishes to use many Foci efficiently, they would have to have 6 different Wands on their person at one time, which takes up a large amount of space and is expensive. Because of this, it is either suggested to instead create Elemental Staves instead, which accrue more benefits than wands, although are more expensive, or to hold off to create the Staff Core of the Primal, which is far superior. Each of the Elemental Cores are created via Infusion using their respective Vis Shard, a Primal Shard, their respective material, and then 6 Potentia Essentia, and then 6 of 12 other respective Essentia. All Infusion recipes are classified as having Minor Instability.

## Recipes

### Reed Wand Core

The Reed Wand Core can be created by Infusing sugar cane with an Air Shard and a Balanced Vis Shard, along with 12 Aer and 6 Motus and Potentia Essentia. The Reed Wand Core stores up to 375 Vis and can regenerate Aer Vis up to 187 points.

### Blazing Wand Core

The Blazing Wand Core can be created by Infusing a blaze rod with a Fire Shard and a Balanced Vis Shard, along with 12 Ignis and 6 Bestia and Potentia Essentia. The Blazing Wand Core stores up to 375 Vis and can regenerate Ignis Vis up to 187 points.

### Obsidian Wand Core

The Obsidian Wand Core can be created by Infusing Obsidian with an Earth Shard and a Balanced Vis Shard, along with 12 Terra and 6 Tenebrae and Potentia Essentia. The Obsidian Wand Core stores up to 375 Vis and can regenerate Terra Vis up to 187 points.

### Icy Wand Core

The Icy Wand Core can be created by Infusing ice with a Water Shard and a Balanced Vis Shard, along with 12 Aqua and 6 Gelum and Potentia Essentia. The Icy Wand Core stores up to 375 Vis and can regenerate Aqua Vis up to 187 points.

### Quartz Wand Core

The Quartz Wand Core can be created by Infusing nether quartz with an Order Shard and a Balanced Vis Shard, along with 12 Ordo and 6 Vitreus and Potentia Essentia. The Quartz Wand Core stores up to 375 Vis and can regenerate Ordo Vis up to 187 points.

### Bone Wand Core

The Bone Wand Core can be created by Infusing a bone with an Entropy Shard and a Balanced Vis Shard, along with 12 Perditio and 6 Exanimis and Potentia Essentia. The Bone Wand Core stores up to 375 Vis and can regenerate Perditio Vis up to 187 points.

The Reed Wand Core can be created by infusion a piece of sugar cane with 1 Balanced Vis Shard and 1 Air Shard, along with 12 Aer and 6 Motus and Potentia Essentia.ReedCWand oretoresup to

The Reed Wand Core can be crafted by Infusing sugar cane with 1 Balanced Vis Shard and
Master Aura Tapping

Master Aura Tapping is a research option found under the Thaumaturgy tab that is unlocked for research after researching Advanced Aura Tapping. Like its prerequisite research, it too allows for one to faster drain Vis from the Aura to replenish Wands As opposed to drawing 2 Vis with each cycle, however, it brings that number up to 3 Vis - triple the original recharge rate of Wands, along with the added benefit of not having to hold the Wand in one's hand to charge it, to which that benefit is added by its prerequisite research, Advanced Aura Tapping. Although the tool being used recharges at the same intervals, it draws more Vis every time it is allowed to, increasing the speed at which the tool can recharge. This does mean that the Aura can be drained even more easily without noticing that one is, however, meaning that research such as Aura Preserver are advised to be researched as well to prevent the buildup of Flux as the Aura is depleted.
Goggles of Revealing

Goggles of Revealing are a research option found under the Artifice tab that is inherently available for research. After researching it, it allows for the creation of the Goggles of Revealing, which act like a wearable Thaumometer. The Goggles of Revealing lack the ability to scan items, but in return can see Aura nodes from a greater distance, see magical information that would otherwise be hidden, even with a Thaumometer, and check the aspects in a node similarly to how one would with a Thaumometer. The Goggles of Revealing can be crafted at an Arcane Workbench with 4 leather in the top and middle left and right sections, 2 Brass in the top and bottom middle sections and 2 Thaumometers in the bottom left and right section, along with 25 of each type of Vis. They provide 1 point of armor, provide a 5% Vis discount, and are equipable as a helmet, being the head-piece for the Thaumaturge's Robes armor set.
Staff Core of the Primal

The Staff Core of the Primal is both a Forbidden research option in the Eldritch tab, unlockable after researching the Wand Focus: Primal, Magic Staves, Elemental Wand Cores, and Silverwood Wand Cores, and is also a component used solely for the creation of Staves. The Staff Core of the Primal has the Vis storage of a Silverwood Staff Core, the ability to regenerate all 6 Primal aspects, the normal 10% Vis discount to Wand Foci applied to all Staves, and additionally adds a level of Potency, increasing the strength of a Wand Focus by about 10%, to all Wand Foci used with it. Overall, it is an extremely powerful but a useless Staff Core. It is much more powerful than any of its component parts however it can't be used to make a staff.. This aesthetic comes at a price, however, of being time consuming, resource demanding, and dangerous to make. It is created via Infusion by infusing a Silverwood Rod with all 6 of the Elemental Wand Cores and 2 Primal Charms, along with 28 of all 6 Primal aspects and 56 Potentia Essentia. The recipe is classified as being Very Dangerous in instability, and the research option itself is Moderate level Forbidden Knowledge, giving the user Warp both on completing the research, and upon the creation of the actual item.
Thaumic Slimes

Thaumic Slimes can not be found naturally, but rather are generated by puddles of Flux goo that are left lying on the ground for too long. They can spawn this way in any light level, but do not always spawn from Flux goo puddles, they only have a chance to. They, like normal slimes, come in a variety of sizes, but will, unlike slimes, naturally split from large into medium and, possibly, small Thaumic Slimes naturally, as opposed to solely when killed. They will, however, still split into 2 of their smaller counterparts when killed, or, if they are large Thaumic Slimes, may split directly into 4 small Thaumic Slimes. All sizes have a possibility of dropping 0-2 Tainted Goo when killed. They deal 1, 2 and 4 points of damage, respective to their size, and have .5, 4 and 12.5 hearts of health, both of which being in order of small to medium to large. These numbers are approximations and have not been confirmed, however.
Thaumic Dioptra

The Thaumic Dioptra is a research option found under the Artifice tab that becomes unlocked for research after researching the Goggles of Revealing, along with being a block. When placed down, it can have any of the eight different Vis Shards, all 6 Primal Shards along with Tainted and Balanced Shards, inserted into it. The block itself, according to what type of shard is placed into it, will display above it the level of that Vis type in the Aura within a diameter of 13 chunks, along with occasionally marking "places of interest", such as Nodes, with small sparkles on the display above it. If any of the 6 Primal Shards or a Tainted Shard are inserted into the device, it will display solely the presence of those types of Vis in the Aura; however, placing a Balanced Shard into the device will render only the highest present Vis type in each chunk, allowing one to, for example, decide where they should recharge their wand with a certain type of Vis. The device also allows one to monitor Vis levels of certain types if they are concerned about those levels falling to low. In addition to this, placing a redstone comparator next to it will help to automate this process, as it will emit a signal if the Aura displayed drops too low. It can be created at an Arcane Workbench with 5 Arcane Stone placed in the top right and left corners along with the entire bottom row, an Arcane Stone slab in the top middle section, 2 iron ingots in the right and left middle sections and a pair of Goggles of Revealing in the middle section, along with 25 Aer, Ordo and Terra Vis.
Elemental Staves

Elemental Staves are both a research under the Thaumaturgy tab, unlockable after researching Magic Staves and Elemental Wand Cores, and also a variant of the normal Staff that hold slightly more than the Standard Greatwood Staff Core, and can also regenerate their respective Primal Aspect up to 50% of their storage, that being 250 points of Vis that it can regenerate max. There are 6 different Elemental Staff Cores, all relating to their own Primal Aspect. The Elemental Staff Cores are creating in the exact same way as the Greatwood and Silverwood Staff Cores, by placing two of their respective Wand Cores diagonally in the Arcane Workbench, and topping it off with a Primal Charm, along with 56 Ordo Vis, and 56 of their respective Vis. The Elemental Staff Cores are useful for the fact that they can regenerate their own respective aspect without draining from the Aura, making them valuable for using certain Wand Foci. For example, a Thaumaturge who used their Excavation Wand Focus often would be smart to create an Obsidian Staff, as it holds, and therefore regenerates, more Vis, accrues a Vis discount to the focus , and regenerates Terra Vis, the Vis used by the Excavation Focus. This can be impractical, however, if one uses many Foci, which would lead them to the next step, or straight into, making a more advanced Staff Core, the Staff Core of the Primal.
Research

Research is an introductory research found under the Basic Information tab. As the name implies, it details the how to research, including how to use a Thaumometer to further one's research, how to use the Research Table to conduct research, along with how to create them, and the two types of research - Primary and Secondary. Secondary researches differ from Primary researches in that Secondary researches are "purchased" with experience, while Primary research must actually be researched at a Research Table, which one can learn how to do on said page. Although relatively simple, research can be daunting to those who are unfamiliar with the latest versions of Thaumcraft, and even more so for those unfamiliar with Thaumcraft as a whole, making this research very important for some. However, it does not unlock the creation of any items in specific, nor does it accrue any benefits to the player, except, perhaps, knowledge.
Basic Alchemy

Basic Alchemy an introductory research found under the Alchemy tab that serves as an introduction to Alchemy as a whole and how to conduct Alchemy. It also details the creation of Balanced Shards and Salis Mundus, both found under the Vis Shards page, and of the creation of a Crucible, to which a description of Alchemy and how to create the Crucible can be found. Basic Alchemy also details the creation of the Morphic Resonator and Essentia Filter, both crafting components used in many different recipes.

## Essentia Filter

The Essentia Filter is a crafting component created at an Arcane Workbench with 2 gold ingots in any of the side right sections in a horizontal line with Silverwood planks in the center along with 15 Ordo and Aqua Vis. Although the Essentia Filter has no inherent use of its own, it has many uses in Alchemy, being used in the creation of almost everything dealing with the movement and creation of Essentia.

## Morphic Resonator

The Morphic Resonator, like the Essentia Filter, is a crafting component created at an Arcane Workbench with no inherent uses other than in crafting recipes. It itself can be crafted with a Tainted Shard in the center, with 2 glass panes of any color to the top and bottom in the middle left and right sections, and 2 brass plates to the left and right in the left and right middle sections, along with 50 Ordo and Perditio Vis. Its only use is in crafting, where it is used to create several devices and machines, such as the Thaumostatic Harness and the Alchemical Centrifuge.
Lifegiver and Sustainer

Lifegiver and Sustainer is a research option found under the Artifice tab can be purchased with 3 levels of experience after researching Infusion Enchantment and the Verdant Heart Band. The research allows for 2 unique, and mutually exclusive, enchantments to be placed on the Verdant Heart Band, them being the Lifegiver and the Sustainer enchantments. Both help to remedy effects the Verdant Heart Band on its own lacks - the ability to heal the players health and to provide necessities like air and food. Both enchantments are applied via Infusion and are classified as being of Moderate Instability.

### Lifegiver

The Lifegiver enchantment allows the Band to, along with performing its normal functions, to heal the player 1 half heart of health for 5 Vis, or approximately 2.5% of the Band's total internal storage. One can imbue this enchantment by Infusing a Verdant Heart Band with a normal golden apple, 1 piece of Victus and Humanus Crystallized Essence and a potion of regeneration (45 seconds), along with 64 Victus and Humanus Essentia.

### Sustainer

The Sustainer enchantment allows the Band to, along with performing its normal functions, replenish 5 points of air or 1 point of hunger for 1 point of Vis each, or approximately .5% of the Band's total internal storage. One can imbue this enchantment by Infusing a Verdant Heart Band with a Triple Meat Treat, 1 piece of Aer and Desiderium Crystallized Essence and a potion of water breathing (3 minutes), along with 64 Aer and Desiderium Essentia.
Gold Wand Caps

Gold Wand Caps is an inherently available research option under the Thaumaturgy tab. Gold Wand Caps are a tier above Iron Wand Caps and offer a simple 100% Vis usage, taking no penalty to channeling Vis, but not being more efficient at it either. They also charge at the normal rate of 1. They are created at an Arcane Workbench with 5 gold nuggets in a helmet-like shape along with 24 Ignis, Ordo and Aer Vis. Unlike some recipes, the gold nuggets cannot be substituted with Gold Coins. They are one of the simplest Wand Caps, having no real benefits or drawbacks, but can be difficult for early Thaumaturges to create.

### Stats

Recharge Rate: 1

Efficiency: 100%

Cost: Cheap/Little time
Totem of Attraction

The Totem of Attraction is a research option found under the Thaumaturgy tab that becomes available for research after researching Basic Aura Manipulation. This Totem function almost identically to the Totem of Dispersal, unlocked and located in Basic Aura Manipulation, but, as the name implies, draws the desired Aspect to it, as opposed to pushing it away as the Totem of Dispersal does. This can be useful in allowing one to bring certain Aspects to an area for use, such as if one has a Crystal farm, or if one has a machine, such as the Essentia Crystallizer, that needs a specific type of Aspect to function. The Totem of Attraction can be created via Infusion by Infusing a block of Silverwood Planks with Greatwood Planks, a chest, any type of Wispy Essence, A Balanced Shard, a carrot on a stick, Salis Mundus and 1 Amber along with 25 Auram, Desiderium, Motus and Potentia Essentia. It is classified as having an Instability of Moderate.
Thaumonomicon

The Thaumonomicon is the book in which one records all of their knowledge of Thaumaturgy, and where one can find new topics to research. It will serve as the main reference point for almost anything magic in nature, from where to find such things to how to create them. Thaumonomicons can either be created by using a wand on a bookshelf, or found in a dungeon or stronghold chest. Obtaining a Thaumonomicon will often be an aspiring Thaumaturge's second step, only after creating a wand, as without a Thaumonomicon, it is impossible to refer to anything magical or to find new research options, so it is quite necessary for one to advance their knowledge of Thaumaturgy or for new Thaumaturges to create items magical in nature.
Lost Children

Those mysterious children put a small touch of *rumors and theories* concerning about them. Some said they were lost in the woods and other places then they starved to death, other suggest they are spirits of the woods.

## Where to find them?

Here is an Imgur link to photos with where to find the children. Note that you need to build at least 29% of the house to reveal some of the children.

https://imgur.com/gallery/4GrAA
Research Notes

Research Notes are an item that can be obtained using paper and Scribing Tools and clicking on an available Research option in the Thaumonomicon. This will, room permitting, add the respective research note to the player's inventory. This note can then be used in a Research Table to unlock that research permanently, granting access to its contents and any and all benefits and abilities granted by such. In this, Research Notes are one of the most important items in the game, allowing the player to progress into Thaumaturgy. Other than for research, though, Research Notes have no use, as they cannot be burned for fuel, contain no aspects, and are not used in any recipes.
Advanced Aura Tapping

Advanced Aura Tapping is a research option under the Thaumaturgy tab that is always visible and available to research with no prerequisites. Before researching Advanced Aura Tapping, Wands recharge at the flat rate of approximately one Vis to each Primal per second and must be held in the player's hand to do so. However, upon researching Advanced Aura Tapping, Wands can be held in the hotbar and still recharge, along with having their recharge speed doubled, meaning they draw Vis from the Aura in larger quantities, but still draw this Vis at the same intervals. Advanced Aura Tapping is the prerequisite of both Aura Preserver and Master Aura Tapping, both important research options in their own right.
Ethereal Bloom

The Ethereal Bloom is a research option under the Alchemy tab that can be unlocked for research after researching Alchemical Manufacture and researching a Shimmerleaf plant and any Tainted item, and are also a plantable item. The only use for the Ethereal Bloom is to fight back corruption on the land, such as Eerie or Tainted Lands, and any things associated with them, such as Fibrous Taint to Tainted Lands. Any such corruptions within an 8 block radius of the plant will be slowly destroyed over time. The plant itself emits a light level of 12. The Ethereal Bloom can be planted on a variety of surfaces, not just limited to dirt or grass, and can be broken and retrieved by hand with a single left click. They can be created Alchemically using 1 Shimmerleaf as the catalyst, along with 8 Lux and 16 Victus, Vitium and Herba aspects, which yields one flower at a time. As a side note, although Taint can spread underground, the Ethereal Bloom heals the corruption of the land around it itself, meaning that Fibrous Taint cannot turn the area around it to Tainted Lands, disallowing for the Taint to continue to spread too far, unless it moves around the Ethereal Bloom, which, with the nature of caves, is entirely possible.
Crafting Scepters

Crafting Scepters is a research option found under the Thaumaturgy tab that can be researched after researching the Silverwood Wand Core. Researching Crafting Scepters allows for the creation of Scepters, a Wand-like tool that has the singular purpose of being used in Arcane Crafting and the creation of Mystical Constructs. Scepters cannot have Foci attached to them, making them useless for combat. However, they provide an extra 10% Vis discount to the Caps used in their creation and hold 50% more Vis than their Core would usually allow. This makes them especially useful for Arcane Crafting, as they use less Vis and hold more than a normal Wand. Scepters can be created at an Arcane Workbench with any combination of Cores and Caps, including the Elemental Wand Cores. All Scepters are created from 3 Caps of any type, so long as they are all the same, a Primal Charm and a Core. The shape in which Scepters are created is as follows: 3 Caps of the same kind in the bottom corner with the other two placed adjacent, to the bottom and side, of the opposite corner with the Primal Charm placed in said corner and the Core being used placed in the center of the crafting grid, along with an equal amount of all 6 types of Vis, which is dependent upon the materials used.
Runic Shielding Augmentation

Runic Shielding Augmentation is a research option in the Artifice tab that is unlocked for research after researching Runic Shielding. This research allows for one to apply Runic Shielding to armors of magical nature and jewelries outside of the pieces of jewelry normally allowed to be Infused with Runic Shielding. To imbue an item with Runic Shielding, it must be part of the Thaumcraft Mod to be counted as "magical in nature". The Shielding is then added via Infusion by Infusing the desired armor or jewelry piece with 1 diamond and then 1 Salis Mundus for every level of Shielding being added and can be added to a technically indefinite scale. The costs start at only 32 Potentia and 16 Preamunio and Vitreous Essentia, but for every level added, these costs double from the last, meaning the equation for calculating the cost of the Infusion process is: y(2^(x-1)), where x is the level of runic shielding being applied and y is 32 or 16, depending on whether one wishes to calculate the Potentia, 32, or Preamunio and Vitreous, 16, Essentia needed. This makes it very difficult to put many levels of Runic Shielding onto an object, but these costs can be reduced by various means as shown in the article over Infusion. The Instability of this recipe begins at Moderate, but increases as more levels are added.
Golem Mastery

Golem Mastery is a research option found under the Golemancy tab that can be purchased for 3 levels of experience after researching Clockwork Minds. After having researched this topic, one can right click on any Golem with a Golemancer's Bell to have the selected Golem (or Golems) follow you. This is usually only of use to combat oriented Golems, however, as Golems without combat abilities can and will not follow Seals so long as they follow you. However, combat Golems will defend you.
Infernal Furnace

The Infernal Furnace is a research option found under the Artifice tab, being of minor Forbidden Knowledge, and a Mystical Construct, that is inherently unlocked to research, and can be used as a "fuel free" alternative to a traditional furnace. The structure is a 3 by 3 by 3 with pillars of nether brick in the corners, a floor of obsidian, obsidian walls with iron bars on the face set to be the front, lava in the middle, and an open top with obsidian walls once again. After imbuing the structure with 50 Terra and Ignis Vis, either from a wand of other similar magical tool, the structure comes together as one large block to form the Infernal Furnace. By putting smeltable items in the top, they are spit out the front through the iron bars in the front as their finished, smelted product, along with experience. In addition to this, the furnace will occasionally give nuggets, both of meat and metal, as a free bonus, making it especially useful. Meat Nuggets can be eaten on their own to recover one point of hunger, or used to craft the Triple Meat Treat. The furnace is not entirely free, as so long as it has a source of Ignis Vis, it will run off of it. It will also occasionally produce flux. The furnace can, however, still run without a source of Ignis Vis, but it will run much more slowly. Because the process of smelting is also not instantaneous, albeit still quick when the furnace is running on Vis, one can use a Brain in a Jar to easily collect the experience ejected by the furnace and golems to collect the items as to not have to monitor it. One can fall in the top and take damage, so it is advised to be careful around the top of the furnace. However, one can put a hopper over the top of the furnace to drop items in the smelt, allowing the process to be automated by Golems if they so choose.
Liquid Death

Liquid Death is a research option under the Alchemy tab that can be researched after researching Entropic Processing and scanning an item containing the aspect of Mortus. Liquid death can be found in pools of itself, but can only be created inherently in a bucket, the item form being called a Bucket of Liquid Death. The fluid is extremely dangerous, doing a total of 2 hearts of damage, or 4 points, per second, dealing 1 heart, or 2 points, approximately every half second. Asides from being extremely deadly, any creature killed by it will drop Crystallized Essence of the respective types for what creature it is. This makes it not only useful for traps and butchering animals, due to the little time and work it takes to use it to kill, but also useful Thaumturgically for the Crystallized Essence dropped. The fluid will displace any fluid it comes into contact with, excepting lava, which it will flow around, and be displaced by any and all liquids it comes into contact with. It also flows out to a maximum distance of 3 blocks from its source block, and cannot be used to create infinite puddles of itself like water, but is still renewable because there are materials that can be used to make it that are themselves renewable. It can be created Alchemically using a bucket as the Catalyst along with 32 Mortus, Vitreous and Perditio aspects.
Wand Focus: Nine Hells

Wand Focus: Nine Hells is a Minor Forbidden research option that becomes available for research after researching Wand Foci and having scanned a Firebat in the Nether. This focus costs 5 Aer and Perditio and 10 Ignis Vis standard to cast and summons a Firebat that will either fly towards the target an explode for 5 points (2.5 hearts) of damage or attack them, setting them on fire for several seconds. This Focus may only be used when pointing at a mob of any kind, and the Firebat will quickly die after their target has. Multiple Bats can be summoned to attack a single target, but it is unknown if there is a limit to the number that can be spawned, but they can be attacked and killed by hostile mobs they are attacking, making this Focus useful for momentarily distracting and damaging enemies, if not possibly killing them. The Wand Focus: Nine Hells can be created via Infusion by Infusing magma cream with 3 Nether Quartz and 1 Ordo, Perditio and Ignis Shard, along with 25 Ignis and Perditio and 15 Aer and Bestia Essentia. It is classified as having an Instability of Minor.
Recharge Pedestal

The Recharge Pedestal is a research option found under the Thaumaturgy tab that becomes available for research after researching Aura Preserver. Along with being a research option, it is also a block. When placed down, it can accept any item that can accept Vis and the Pedestal will draw that Vis directly from the Aura around it to recharge the item. This is useful because it allows one to simply place down their items to let them recharge while they perform other tasks before coming back to retrieve their now fully charged item. Because Aura Preserver is its prerequisite research, the Pedestal will not drain the Aura if the level of magic in it drops to below 10% for each aspect, meaning that it is safe to use in any situation. The Recharge Pedestal can be created by Infusing an Arcane Pedestal with 2 diamonds, 1 gold ingot and a Primal Charm, along with 15 Permutatio and Potentia and 10 Auram Essentia. It is classified as having Minor Instability.
Juciane

La Juciane est une rivière situé au nord de la mer de Chur. Elle se jette dans cette dernière et prend sa source dans les terres glaciales loin au nord.

Cette rivière était autrefois fréquentée par de hardis trappeurs, les barpes, dont l'un a même laissé son nom à la zone de diffluence de la Juciane et de la Brinne. La ville de Nedim Ripa était construite au bord de l'estuaire de la Juciane.
Node Stabilizer

The Node Stabilizer is a research option found under the Thaumaturgy tab that becomes available to research after researching Basic Aura Manipulation. Unlike its prerequisite, this research allows for a degree of control of Nodes themselves. Researching the Node Stabilizer allows for the construction of an item by the same name. Constructed in an Arcane Workbench with 1 gold ingot in the top middle section, a piston in the middle section, a piece of Nitor in the bottom middle section, 2 Arcane Stone Bricks in the bottom left and right sections and 2 blocks of quartz in the middle left and right sections, along with 25 Terra and Aqua and 50 Ordo Vis, the Node Stabilizer allows one to, when the block is placed beneath a Node, completely disallow the interaction of the Node with any other Nodes, allowing it only to interact with the Aura as it normally would. This helps to solve to problem of Nodes being attracted to each other and Nodes with desirable properties being overwhelmed by normal Nodes or ones with undesirable properties, or to strategically move Nodes as to overwhelm Nodes with aforementioned undesirable properties, such as a Tainted Node, for example.
Hungry Chest

The Hungry chest is a research option under the Golemancy tab that can be purchased for 3 levels of experience after scanning any type of mundane golem and discovering Basic Golemancy as a result. The Hungry Chest has the unique property of being able to pick up any item able to touch it if it is not a solid block in the world. This means that items dropped by the Magic Mirror can be picked up in this manner and deposited into the chest, allowing for a simple system to store items that would otherwise spend a large amount of time being taken in and distributed by hoppers. However, in the absence of other mods, it has relatively few uses. The Hungry Chest is relatively simple to make, being made in an Arcane Workbench and taking only 7 Greatwood planks in an upside-down leggings pattern with any type of trapdoor in the top center section, along with 15 Ordo, Perditio and Aer Vis.
Brass Wand Caps

Brass Wand Caps is a research option under the Thaumaturgy tab that is always visible, but can only be researched after researching Gold Wand Caps. Researching it allows for the creation of Brass Caps, the third tier of Caps that channels Vis at the same rate of Gold Caps, 100% cost, but increases the recharge rate of any Wand, Staff or Scepter they are used in the creation of by 1, meaning that 1 extra Vis of each kind is replenished each cycle. They can be crafted at an Arcane Workbench like any Cap using Brass nuggets, that is in a helmet like shape with Brass nuggets across the entire top row and in the middle left and right sections, along with 24 Ordo, Ignis and Aer Vis. Although considered better than Gold Caps, if faster recharge is not needed or desired, one can simply use Gold Caps not only for the aesthetic value of them, but also because of the many Thaumaturgical uses of Brass, as gold has fewer uses, although it is still used in Thaumaturgy often and is more highly valued than Brass, being harder to find and to create.

### Stats

Recharge Rate: 2

Efficiency: 100%

Cost: Cheap/moderately little time (must create Brass via Alchemy)
Portable Vis Recharging

Portable Vis Recharging is a research option found under the Thaumaturgy tab that becomes available for research after researching the Recharge Pedestal. Portable Vis Recharging allows for one to create the Amulet of Vis. This Amulet, when worn in the Amulet slot of the Baubles inventory, will recharge items in your hotbar, armor slots and Baubles inventory, in that order. The Amulet of Vis acts much like a portable Recharge Pedestal, but in being easier to take with oneself, it also has the drawback of not having any constraint as to how much it drains the Aura. However, if one travels frequently, this should be less a problem than were they to not. The Amulet can be useful with some Thaumic Constructs, such as the Thaumostatic Harness, helping to recharge them during their use, which helps to increase the duration of time they can be used for. The Amulet of Vis can be created by Infusing a Mundane Amulet with an Air, Earth, Water and Fire Shard and 2 Primal Charms, along with 128 Potentia and 24 Auram and Vacuos Essentia. It is classified as having High Instability.
Verdant Heart Band

The Verdant Heart Band is a research option found under the Artifice tab that becomes unlocked for research after researching Infusion, along with being a ring that can be equipped in the Baubles inventory slots. The Band is capable of healing the player of any negative status effects placed on them, being able to do so up to 20 times on a single charge. As was just implied, the Band has an internal storage of Vis, up to 201 points. For any ill cured, regardless of the potency or duration, 5%, or 10 Vis, of the Band's internal storage is used. As the Band has limited storage capacity, it must be recharged at times to allow its continued use, which can be done through either the Recharge Pedestal or Amulet of Vis. Although it does not heal the player when damage is taken, nor does it provide other necessities such as food or air, when underwater, the Band can be made to one or the other, heal the player or provide them with necessities such as the two listed. This can be done after researching Lifegiver and Sustainer. The Band can be created via Infusion by Infusing a Fancy Ring wit a bucket of milk, a piece of Herba and Victus Crystallized Essence and a Primordial Pearl, along with 48 Herba and Victus and 24 Ordo Essentia. It is classified as being of Moderate Instability. Although the recipe calls for a Primordial Pearl, one can still research the Band before having even started into the Eldritch tab.
Material Studies: Void Metal

Material Studies: Void Metal is a research option found under the Golemancy tab that can be purchased with 3 levels of experience after researching Material Studies: Brass and Material Studies: Thaumium, and allows for Void Metal Golem bodies to be produced.

### Suggested Uses

Although it has the same amount of health as Iron, Void Metal lacks the Fire/Blastproof properties of Iron, along with having 1 point less of armor. However, it is also not as heavy, moving at normal speed, and regenerates health at over double the normal rate. They have a wide variety of uses as a result of this, being capable of domestic services in areas where dangers may be weak, but much more common.

### Void Metal Golem Body

Health: 15

Armor: 3

Attributes: Improved Self Repair

Materials Needed: 3 Void Metal Plates

(Void Metal Plates can be created in the same way as any other type of plate - 3 Void Metal ingots placed horizontally in any capable crafting surface.)
Biothaumic Minds

Biothaumic Minds is a Forbidden research option found under the Golemancy tab that becomes available for research after researching Clockwork Minds and Brain in a Jar, along with being an item. The Biothaumatic Mind is an advanced variant of the Clockwork Mind with several distinct differences. The Biothaumatic Mind endows Golems created with it with the Fragile and Smart trait, making them weaker, yet capable of more complex tasks. Also, Golems created with a Biothaumatic Mind are capable of advancing in rank between levels 0 and 10. As a Golem completes tasks, they can increase in rank, increasing their health, speed and attack. Because the Fragile trait can be offset by adding padding into the Biothaumatic Mind itself, this means Golems with good potential for strength and durability become available along with the Biothaumatic Mind; even if one does not wish to add padding to the Biothaumatic Mind, the increase in health can easily offset the amount subtracted by the Fragile trait. However, the Biothaumic Mind does not simply add a part to Golems, but also unlocks Advanced variants of some Seals. This adds the Smart trait to the required traits needed by the Seal, but allows for greater functionality of the Seal. Not all Seals have an Advanced variant, however. The page in the Thaumonomicon for each Seal will list if the Seal has an Advanced variant once this is researched. The Biothaumatic Mind can be created by Infusing a Clockwork Mind with a Zombie Brain and a clock, along with 16 Machina and Cognito Essentia.

### Unlocks

* Smart Head: Smart, Fragile
* Armored Smart Head: Smart
Magical Hand Mirror

The Magical Hand Mirror is both a research option and a portable, handheld version of the Magic Mirror. It can be unlocked using 3 levels of experience after researching Mirror Magic. It can not be placed down like the full sized Magic Mirror, however, it can be accessed from the hotbar to directly send one item or stack of items at a time through it to a Magic Mirror, to which it must be linked by right clicking on the desired Mirror with the Hand Mirror. This can be very useful, when used properly, for extended expeditions by allowing one to send back loot through the mirror without headed home to deposit the loot manually. When items are sent through the Hand Mirror to the Magic Mirror, they are spit out one by one through the face of the mirror, meaning that either Hungry Chests or hoppers can be used to catch them and hold/deposit them as so that they will not despawn. If one does not make sure the items are held in some form of container, the items sent through WILL despawn, even if the player is not within rendering distance, as the chunk must be rendered to send the items through. There is a chance of creating Flux while sending items through the Mirror, but this will only be generated on the receiving end. The more items sent through, the more likely the chance of flux being created. The Magical Hand Mirror is created by Infusing a Magic Mirror with a stick, empty map, and compass, along with 16 Motus and Instrumentum Essentia. It is listed as having an instability level of Moderate. The only trade-offs of having the Magical Hand Mirror are that it cannot be placed down, as mentioned before, and that it cannot receive items. However, it is still a very useful item and can be used to greatly extend the distance one can travel while limiting the amount of loot that can be brought back only to one's storage system.
Nitor

Nitor is both a substance and research option in the Thaumonomicon, found under the Alchemy tab. It is available to research as soon as one has obtained a Thauminomicon. Nitor can be used as a source of light equivalent to glowstone, or, more practically, in several crafting recipes. Most notably, it is used to create Golem Cores and the Arcane Lamp. Nitor can be crafted with the 3 aspects of Lux, Ignis, and Potentia, using glowstone dust as the catalyst. An easy way to make Nitor in bulk is either using 3 pieces of glowstone dust or 6 torches, followed by 3 pieces of coal and then adding 2 more pieces of glowstone dust as the catalyst. Using torches, although more labor intensive, does not create any excess of aspects in the Crucible, and as so can be considered more efficient or friendly on the Aura.
Material Studies: Brass

Material Studies: Brass is a research option found under the Golemancy tab that can be purchased with 3 levels of experience after researching Material Studies: Iron, and allows for Brass Golem bodies to be produced.

### Suggested Uses

The Brass Golem is fairly cheap and strong, along with being lightweight, making it a decent choice for Golems that may see some form of fighting, but not be on the front line of any attacks, along with plain domestic Golems, however, Greatwood is a more practical choice for the aforementioned type of Golem.

### Brass Golem Body

Health: 13

Armor: 3

Attributes: Lightweight

Materials Needed: 3 Brass Plates
Void Metal Wand Caps

Void Metal Wand Caps is a mostly harmless Forbidden research option found under the Eldritch tab that becomes available to research after researching Void Metal, along with being a type of Cap, as the name suggests, to be used in crafting Wands and their variants. Void Metal Caps don't offer as low of Vis usage as even Thaumium, channeling it no better than, to quote the Thaumonomicon, Gold or Brass. However, it has the benefit of increasing the charging rate of the Wand, Staff or Scepter they are placed onto by 2, meaning that they charge at a rate of 3 Vis per cycle. These Caps are good for one that wishes to recharge the tool they are placed onto, but can be overshadowed by the higher efficiency offered by Thaumium Caps. As with Thaumium Caps, however, simply shaping the metal is not enough - Void Metal Caps must also be charged in a similar manner by Infusing them with 4 Salis Mundus and 18 Alienis, Auram, Potentia and Vacuos Essentia, with the recipe being classified as having a Very High Instability. The Caps themselves can be created at an Arcane Workbench in the standard Cap shape using 5 Void Metal nuggets and 72 Perditio, Aer, Ordo and Ignis Vis.

### Stats

Recharge Rate: 3

Efficiency: 100%

Cost: Expensive/Time consuming
Quicksilver

Quicksilver is a common crafting reagent used in early-middle game.

## Crafting

Quicksilver has many ways to be created. Crafting together 9 Quicksilver Drops, 1 Shimmerleaf, or smelting a Cinnabar Ore gives 1 Quicksilver, while smelting a Native Cinnabar Cluster gives 2.

## Use

The only use for Quicksilver in vanilla crafting is to make 9 Quicksilver Drops, but it can be used to make items such as Wand Focus: Equal Trade in Thaumcraft crafting, as well as being usable in Infusion.
Opening the Eye

Opening the Eye is a research found in the Eldritch tab which becomes available for research after receiving the Eldritch Revelation, along with being a ritual which can be performed. The research itself details not only the Ritual, but also allows for one to create Eldritch Eyes, a rare item dropped by Eldritch Guardians that are needed to perform the Ritual. The Ritual itself allows for one to travel to the Outer Lands, a dangerous realm that is equally as ripe for opportunity as it is fraught with danger. The Ritual of Opening the Eye is performed at any Eldritch Obelisk by simply placing 4 Eyes into the central pedestal and infusing the pedestal with 500 of the 6 Primal Aspects, via any sufficient Wand, Staff or Scepter. Once this is done, a portal to the Outer Lands will appear. It should be noted, however, that adding Eyes to the Obelisk will increase the spawn rate of Guardians, each Eye increasing it further, even after the portal is open. Because of this, it may be a good idea to either open portals further away from one's home or to otherwise isolate the area around the portals from the areas around it, as to prevent random attacks by Guardians, however trivial these should be at the level the character should have progressed, if they hope to survive the to which they hope to undertake.

### Eldritch Eyes

Each Obelisk opens its own segment of the Outer Lands, meaning a new Obelisk means a new area to explore. Because of this, it is much more efficient, if not costly, to create Eldritch Eyes as opposed to hunting for them, unless one has a very high level looting weapon. However, the recipe to create them is also included, and is as followed: an Eye of Ender must be Infused with a gold ingot and a Void Seed, along with 16 Motus, Tenebrae and Vacuos and 64 Alienis Essentia. It is classified as having Moderate Instability.